[Audyssey] Table-top mapping.

2006-07-28 Thread Christopher Bartlett
Hello.  For those of you who run table-top roleplaying games, like 
Dungeons and Dragons, what solutions have you found to maintain maps 
for complex battles.  In my current campaign, my nine players, plus 3 
NPCs, eight horses, wagon and baggage are about to be ambushed by 
fifteen brigands, who will in turn be ambushed by the ogre band they 
are fleeing from.  This makes for a bewildering array of targets to track.

I'm using Excel to do the monkey-work of keeping track of initiative, 
HP, etc, but I need a solution for tracking a battlefield that's 
liable to encompass a one or two hundred square of terrain that 
varies from open hillside to dense woods.  I'm willing to provide 
detailed descriptions for my sighted players, but I want a way to 
track this sprawling fight for myself so I can tell the players what 
they see and what their opponents are doing.

The description of the sprawling fight in the recent Audyssey gives 
me some hope that there might be a solution for this more elegant 
than an Excel sheet with positions marked on it.

Chris Bartlett



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[Audyssey] Anacreon battle solutions

2006-08-01 Thread Christopher Bartlett
Ok, someone was asking how to conduct battles in Anacreon 2.1.  Here 
is what I've learned through trial and error, plus a close reading of 
the manual, particularly the section dealing with the Ministry of War 
menu item.

1.  Choose "attack" from the Ministry of War Menu.

2.  You will be confronted with the group configuration screen.  The 
grid is a triangle with one group on the right, centered on three 
groups in the next column, centered by 5 groups in the left-most 
column.  You begin on the group at the right point of the 
triangle.  Use your arrow keys to move from group to group, with Say 
All (or the WE or HAL equivalent) on.  While on a group, you may hit 
the S key for split or the J key to join it up with other groups of 
the same kind of ship.

3.  After you have your groups configured the way you want, hit 
enter.  Now you are on the battle screen.  Again, your groups are set 
up in the triangle and you highlight them with the arrow keys.  Hit 
the letter T to cycle through the available targets at a given 
orbital level.  You will have to use your Jaws or other exploring 
cursor to find out what the opposition is, and to click the "engage" 
or "retreat" buttons.  (JFW doesn't report them as standard buttons, 
but you left-click on them anyway.  You may also hit the letter A to 
tell a highlighted group to advance, or R to tell it to retreat or S 
to tell it to stand by.  Remember that you must move your transports 
or jump transports with infantry forward to land the infantry on the 
surface of the planet.  Having done this, the transport group 
disappears and becomes infantry.
Let me know if you have any other questions.

Christopher Bartlett



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Re: [Audyssey] ANACREON?

2006-08-01 Thread Christopher Bartlett
I'm using the 2.1 Windows version.

 Chris Bartlett
At 05:52 AM 8/1/2006, you wrote:
>Okay, I know it's a space strategy game and the such, but what I
>don't know is... which version are yall using? Windows or DOS
>version? Reason I ask is, the DOS version likes to misbehave and
>well, I'm curious.
>
>James
>
>
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Re: [Audyssey] anacreon interface with jfw?

2006-08-16 Thread Christopher Bartlett
Dave, I'm catching up on email after a two-week vacation.

To select a scenario, you will need to use your JAwS cursor to scout 
out the scenarios, counting down lines to the scenario you 
choose.  Then in your pc cursor, hit down-arrow that number of times 
to select the scenario.  You will need the say-all-text selected to 
play this game properly.  You will get the introductory text for the 
scenario.  Hit enter until you get a prompt for the number of 
players.  As I've only ever played 1-player scenarios with this 
version, I'm not sure, but I think you hit your down arrow key to the 
number of players you want, then it cycles through each empire's 
first turn, allowing you to name the empire, put in a password etc.

HTH

 Chris Bartlett
At 05:08 PM 8/1/2006, you wrote:
>Hello,
>I've downloaded Anacreon v2.1d windows version and am trying to give it a
>go, the quickstart guide intrigued me as did the site itself, easily
>navigatable without any adds or javascript. The menus and dialog boxes talk
>great, but when i actually go to new game and try to pick a game i don't get
>any feedback with jfw. How are others using this game as i'd like to do so?
>Thanks.
>Dave.
>
>
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Re: [Audyssey] anacreon interface with jfw?

2006-08-16 Thread Christopher Bartlett
An edit, it's the right arrow key to cycle through the number of 
players option.

Chris Bartlett



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[Audyssey] Anacreon screen reader tutorial

2006-08-21 Thread Christopher Bartlett
I have created a draft for a tutorial on how to play the game 
Anacreon using a screen reader.  This tutorial is written to be 
general to screen readers rather than specific to a particular one, 
and I do not discuss custom screen reader configurations for the 
game, but take what you get out of the box and describe what I've learned.

I'm pretty sure attachments aren't permitted on this list, so if 
someone with web space wants to host it, let me know and I'll email 
you the Microsoft Word document.  Anyone interested in receiving a 
copy can write me off list and I'll email it to you directly.  I'd 
also be happy to submit it to Audyssey magazine, though it's rather 
lengthy.  Ron, let me know how you want me to proceed on that 
front.  It's about six and a half pages of single-space print.

Chris Bartlett



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[Audyssey] Edit for the Anacreon tutorial, jaws-specific.

2006-08-21 Thread Christopher Bartlett
Ok, I fiddled around and discovered that if you use the JFW custom 
highlight assign function, you can significantly improve Anacreon's 
response.  Now I have the scenario choice and ship-selection for 
fleet deployment working correctly and responding to arrow keys.  I 
suspect this will work as the black on light turquoise pattern seems 
to be the highlight colors of choice throughout the game.

I'm sure that Window Eyes and other screen readers have a function 
for doing this.  Consult your screen reader documentation to figure 
out how to use it.  I had to use my mouse cursor and put it on the 
scenario I had highlighted, then go into the custom highlight assign 
manager and approve the selection.  Hey presto!  Menus are now 
speaking correctly.

Chris Bartlett



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[Audyssey] Play by email Anacreon game

2006-08-21 Thread Christopher Bartlett
Now that I have shown it's possible to play this game, would anyone 
be interested in a play-by-email game?  The number of players will 
influence choice of scenarios.  In an ideal world, I'd like to play 
one of the eight-player ones, but I'll settle for less if I can find 
some committed players.

Chris Bartlett



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Re: [Audyssey] Play by email Anacreon game

2006-08-22 Thread Christopher Bartlett
Anacreon is a game of stellar conquest and economic manipulation.  I 
have a tutorial for how to use screen readers with it, the link for 
which was posted earlier.

Chris Bartlett



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Re: [Audyssey] Play by email Anacreon game

2006-08-22 Thread Christopher Bartlett
Sure, though the advantage of a pbem game vs an online is that the 
time commitment should be relatively small, as I find I can run turns 
in ten minutes, even for complex turns filled with doing stuff.

 Chris Bartlett
At 02:22 PM 8/21/2006, you wrote:
>I'd be interested, but let me get familuar with the game and get a good feel
>for it before I become committed to an online game.
>Thanks.
>Shane
  



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Re: [Audyssey] Play by email Anacreon game

2006-08-22 Thread Christopher Bartlett
Anacreon can be found at:
http://www.neurohack.com/anacreon/index.html

 Chris Bartlett
At 12:10 AM 8/22/2006, you wrote:
>where can I find anacreon?
>- Original Message -
>From: "shaun everiss" <[EMAIL PROTECTED]>
>To: "Gamers Discussion list" 
>Sent: Monday, August 21, 2006 5:07 PM
>Subject: Re: [Audyssey] Play by email Anacreon game
>
>
> >I may be interested.
> > I havn't played anacreon for a while, but yeah, why not.
> > At 09:05 a.m. 22/08/2006, you wrote:
> >>Now that I have shown it's possible to play this game, would anyone
> >>be interested in a play-by-email game?  The number of players will
> >>influence choice of scenarios.  In an ideal world, I'd like to play
> >>one of the eight-player ones, but I'll settle for less if I can find
> >>some committed players.
> >>
> >> Chris Bartlett
> >>
> >>
> >>
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> >>
> >>--
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> >>Checked by AVG Free Edition.
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> >
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Re: [Audyssey] Edit for the Anacreon tutorial, jaws-specific.

2006-08-22 Thread Christopher Bartlett
At 07:53 AM 8/22/2006, you wrote:
>I also highlighted gray and gray25 as foreground colors.

Did that give you any improvement in output over not having done so?

 Chris Bartlett



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Re: [Audyssey] Play by email Anacreon game

2006-08-22 Thread Christopher Bartlett
http://www.neurohack.com/anacreon/index.html

Chris Bartlett



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[Audyssey] Internet broadcasts of college athletics?

2006-08-30 Thread Christopher Bartlett
Does anyone know where I can go to hear college athletics 
(particularly football, basketball and hockey) on the 
Internet?  Yahoo sports has incomplete coverage that doesn't even 
include the University of Michigan at all, and I didn't find anything 
at a glance from NCAAsports.com.  Does anyone have other insights to 
where I should look?

Chris Bartlett



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Re: [Audyssey] Internet broadcasts of college athletics?

2006-08-30 Thread Christopher Bartlett
As I said in the original message, Yahoo doesn't have complete 
coverage, and since the University of Michigan is one I want to 
follow, and Yahoo doesn't have them under contract, that makes Yahoo 
not so good for my purposes.

Chris Bartlett



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Re: [Audyssey] Internet broadcasts of college athletics?

2006-08-30 Thread Christopher Bartlett
I'm sorry this went to this list, I misread the header and thought it 
was going to the blindtech list.

Chris Bartlett



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[Audyssey] Anacreon play-by-Email game forming, seeking players.

2006-08-31 Thread Christopher Bartlett
As posted last week, I'm looking for players of Anacreon to join us 
in a play-by-email game.  If you want to try the game out, go to
http://www.neurohack.com/
and find the Anacreon link.

Shane Davidson has also posted a copy of a tutorial I wrote for using 
Anacreon with a screen reader.  We have since discovered that with a 
little tweaking of the custom highlight colors, one can have greatly 
improved access to the info presented on screen.

I am looking for up to six other players as I already have one who 
has declared his interest.  Once I know how many players we have, 
we'll select a scenario that seems appropriate and the fun will begin.

As a teaser, here is a narrative of the last few years of a game I'm 
playing solo in a scenario I created, in which the massive but 
fragile Galactic Empire faces three upstart empires (player empires).



His Imperial Majesty, Claudius VII awoke from his year long sleep and 
stretched in the hybernaculum.  His devoted assistants helped him 
from the coffin-shaped cryo-pod and gave him water and nutritional 
supplements.  Gradually his head cleared and he saw the somber 
expression on the faces of his military commanders.

"All right, normally we'd wait until I was a bit stronger, but 
there's something wrong and I'd best know it."

"Your Majesty," began Admiral Okata in a stern tone.  "The Corelian 
Empire has been suddenly and deliberately attacked by naval and 
ground forces from the Empire of the Chosen.  They struck in a 
well-coordinated assault that destroyed nearly all our merchant 
shipping in the Delta Aquarii V and Zeta Omicron 6 systems, as well 
as successfully invading those worlds.  Our naval forces in system 
were insufficient to save the situation, and, while ship production 
on Zeta Omicron 6 was gearing up, we had little in reserve, once the 
fleets we dispatched to counter the thrust were in turn defeated.  We 
lost both worlds, sire.  I take full responsibility."

"No Admiral," the sovereign replied wearily.  "You warned me that the 
religious fanatics were arming for war, but I had hoped the idea of 
the Galactic Empire striking out of the center would keep them 
quiescent while we built up our defenses.  I am responsible.  I take 
it our new star ships were less successful than anticipated?"

"They performed brilliantly, nearly destroying the entire penetrator 
force from Eden, but there weren't enough of them."

"Damn!," Claudius sighed.  "There goes a third of our military naval 
production and 80% of our raw materials production."

"We can take the worlds back," interjected General Martelle, the 
commandant of Royal Marines.  "My sources on planet say that we bled 
them white and they can't hold the worlds."

"Is there any news from Atlantis or any word of the Galactic Empire."

The Foreign Minister spoke up.  "We have received condolences from 
Lady Katrina of Atlantis, but she has stated that she has Imperial 
problems, having had to muster a major naval force to beat back an 
incursion from the center to destroy her trillum production.  Our 
intelligence service suggests that the Galactic Empire is busy with 
suppressing rebellions.  Cleon II has his hands full."

"We did clear the Imperial mine field that stands between us and 
Eden, so we have an open avenue for our jump-capable craft to mount a 
counterattack against the Chosen,:" the admiral went on.  "However, 
the last scout mission dispatched to Eden showed that the Grand 
Hierarch has enough planetary defenses to hold off anything I could 
assemble quickly.  Our raw materials situation is already critical; 
Corelia, Scheat 6, Eta Rigil, all are short of either metals or chemicals."

"All right, assemble a task force to retake the two lost worlds 
quickly, before they can reinforce.  We need Delta Aquarii 
badly.  And arm our merchant convoys in future."

"My liege, it will be done."
. . .

The Grand Hierarch awoke to the news of the stunning double 
victory.  Immediately he prayed in thanksgiving and prepared for his 
own staff meeting.

"The biggest problem we have, your Holiness," said Admiral Lianades, 
"is that we are overextended.  In choosing to attack both worlds 
simultaneously, we had to dangerously divide our fleet.  I'm not sure 
we can hold either world against a concerted counterattack.  Also, 
our commander on the scene at Zeta Omicron 6 reported encountering a 
large new class of vessel that he'd never fought before.  They played 
havoc among our medium forces until the Faithful rallied and martyred 
themselves in suicide attacks against them.  If the Corelian dogs 
have developed this craft in quantity, they could represent a major 
advantage for them."

"My son, you know full well that God orders all things in his own 
time.  He has given us this victory, even after the disastrous 
invasion attempt ten years ago.  He will provide."

"But Your Holiness,. . ."

"Hush.  Now, how goes the relief mission?""

Your Holiness. 

[Audyssey] Aircraft simulator we can use

2006-09-27 Thread Christopher Bartlett
e morning of December 7, 1941, or that of the German pilots 
engaging the massed bomber formations in 1943.

So, who's with me?

Christopher Bartlett



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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Christopher Bartlett
This is *not* a real-time game.  It is at its core an Excel 
spreadsheet with formulae that convert the state vector of an 
aircraft, expressed as coordinates, roll, pitch and heading to a new 
state vector based on control inputs.  Do not expect an immersive 
multi-sensory experience here, unless like me, you have a good 
imagination.  If you're still interested, I will be glad to email the 
files to you.

 Christopher Bartlett
At 10:38 AM 9/27/2006, you wrote:
>hi criss where can i get this cool game, and does it work with windows xp
>and have sounds to it?
>Brandon



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[Audyssey] (long): Example narrative, hypothetical Japanese invasion scenario.

2006-09-27 Thread Christopher Bartlett
set up for the main event on Honshu later.

3.  Because of the nature of the attack, I played the Japanese as 
unable to maneuver against the American fighters.  Their target was 
the ship; the fighters didn't matter.


4.  The simulation includes critical hit tables.  When I rolled this 
shot, I scored a critical which resulted in a "pilot killed" result.

Other notes:  The original simulation makes no provision for ground 
attacks, so I cobbled something together that was simple and 
playable, simply designating a rectangle of coordinates as the 
location of the ship and ruling that if I managed to fly the Japanese 
planes so they reached 0 or less altitude inside that rectangle they 
had hit.  For simplicity, hit = victory.

The intercept was very tricky as the Americans had to shed many 
thousand feet of altitude quickly, while maneuvering behind the 
Japanese pilots to get good shots.  By the time the first two had 
reached reasonable firing positions, the Kamikaze were about six 
seconds from impact and the Americans would have to recover hard, and 
would never get around in time.  I had underestimated the time it 
would take for them to horse their aircraft around to get into 
shooting position.  If I play this again, I'll drop the American 
starting altitude to eight thousand feet or so..

Christopher Bartlett



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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Christopher Bartlett
Ya know, sometimes I wonder why I write long, explanatory emails if 
folk aren't going to read them.  I'm sorry if that comes of snarky, 
but did I fail to make clear either in my first email, or in the 
second response that this is an *excel-based* simulation?  Microsoft 
Excel is completely accessible, at least through JFW, and I assume 
through the other screen readers out there.  In that sense, it is 
completely accessible to those with sufficient skill to use Excel at 
I'd say an intermediate level.

    Christopher Bartlett, over being snarky now.



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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Christopher Bartlett
The aircraft simulator presents you with information covering the 
state of the aircraft, plus the predicted state the aircraft will be 
in if controls are left at their current settings.  There are four 
cells into which you type your control inputs.  After that, you 
execute a macro I've written to calculate the changed effects of the 
new control settings, copy the values into the present column and 
recalculate the future values two seconds (one control cycle or turn) 
later.  So you play the game by altering the four control values to 
respond to your aircraft's current heading, pitch and roll, as well 
as impending stall or spin conditions.

I'm in the process of putting together a tutorial for blind players 
to supplement the useful but incomplete documentation that came with 
the original files.

    Christopher Bartlett



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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Christopher Bartlett
At 04:12 PM 9/27/2006, you wrote:
>I for one, misunderstood you then. Because I thought
>you were used excel as an example of the type of grid
>layout type game it is.
>I'm not trying to be nasty.
>

All right, I'm confused by that, but I'll write it off to differing 
communications styles.  By excel-based, I mean the creator set it up 
in Excel, using the formula feature to run his aerodynamic equations.

 Chris Bartlett



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Re: [Audyssey] (long): Example narrative, hypothetical Japanese invasion scenario.

2006-09-28 Thread Christopher Bartlett
To be clear, there are two different spreadsheets here.  The first is 
the one controlling an individual aircraft.  The D column reports 
current bank angle, speed (MPH I think) altitude, pitch (angle of 
nose to horizon) and heading.  The E column gives the predicted 
values of these variables if the controls are left in the current 
configuration.  This prediction substitutes for the pilot feeling the 
changing pressures on the stick and g-load.

The other spreadsheet doesn't exist except in crude form.  This is 
the sheet that tracks all the aircraft and gives relative bearing, 
pitch and range information.  I extract the raw data from the 
aircraft worksheets, then perform various transformations to convert 
absolute coordinates, headings and pitch angles into relative 
bearings, pitch angles and ranges.  I then further use these values 
to construct firing modifiers.  Each aircraft has a list of guns that 
are rated both for rate of fire and destructiveness of a single 
hit.  One adds the RoF modifier to the modifier generated from my 
tracking sheet to get the final firing mod, then rolls (I usually use 
GMA Dice for this) on a chart the column of which is determined by 
the destructiveness of the gun firing.  One then records the damage 
back on the aircraft-s worksheet and notes any critical hit effects, 
many of which affect subsequent play.

As for the output itself, it is entirely numeric for now, as it has 
been for my own use and I know what I mean.  I am in the process of 
creating a tracking sheet sufficient to track 24 aircraft, my 
estimate of the upper limit of playability at least solitaire.  For 
now, this is completely numeric with no narrative elements, but at 
such time as I know it's working properly, I will retrofit some 
documentation and labels to make it more human readable.  But there 
is no way to reduce the sheer dataload that would be far more easily 
conveyed by a visual image.

For now, once folk have learned to fly the aircraft, I envision being 
the referee of an email game, where I would send each player a 
summary of their aircraft's current state, and get from them the 
control inputs.  I would also include information about the other 
aircraft from their point of view.  I'm looking at how to model 
situational awareness, as in a larger battle, (even 3V3 or more might 
constitute large) it is impossible to track every target and 
effectively engage one.  The advantage of the "double-blind" method 
of play is that I can more accurately model this awareness and 
players wouldn't be able to make moves against aircraft they would 
not be realistically tracking.

Finally, and I'm sorry for the length, for all those who are asking 
for the files, please let me finish the tracking sheet and tutorial 
first.  I will be happy to offer flying lessons at that time.  I have 
collected all of you and will send out the file all at once.  I 
should have everything ready for preliminary release between now and 
January 2009.  (How's that for hedging my bets like an experienced 
developer?  *smile*)  I'll try and get the tutorial done today or 
tomorrow and release at least the flight engine and aircraft, so that 
folks can get the feel of how to fly, before I put you into a combat scenario.

Christopher Bartlett



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Re: [Audyssey] Aircraft simulator we can use

2006-09-28 Thread Christopher Bartlett
Ok, many questions.

Shaun, Tom has described it correctly as have I in subsequent 
posts.  This is basically an Excel mathematical simulation of flight, 
allowing for different aircraft with different power and control 
characteristics..  You have control over 4 control values, which you 
manually enter into the cells of a worksheet which has the 
mathematical formulae on it.  See my description to Phil on the long 
narrative thread.

Ken.  I don't know of other excel-based games, but that's my 
ignorance rather than the likelihood that they don't exist.

There are a number of issues that would make it complex to make a 
sound-based flight sim, but at least these worksheets provide the 
aerodynamic basis for such a game.  The modeling isn't perfect, (the 
designer includes notes on simplifying assumptions he made) but it's 
pretty darned good, at least as good as the modeling in current 
table-top air combat games.

Thomas, I will include you on the list of folk to send the stuff to.

I'd really love to run (and participate in) a 6V6 brawl over Germany, 
or perhaps even an Eastern front game, Yaks vs Fokke-Wulfes with each 
aircraft being flown by one of you.

Christopher Bartlett



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Re: [Audyssey] Aircraft simulator we can use

2006-09-28 Thread Christopher Bartlett
David, I am unfamiliar with the version of Excel that runs under 
Windows CE, but I assume it retains the functionality to run this simulation.

 Christopher Bartlett
At 09:18 PM 9/27/2006, you wrote:
>So if it's played through excel, can you play it on the pac mate using
>pocket excel maybe?



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[Audyssey] Want to post the ACM simulation files.

2006-09-28 Thread Christopher Bartlett
Does anyone have about 300 K space they could post the zip file so I 
don't have to email it to ten different people?

I've decided that writing an indepth tutorial would take way too long 
given my other-life work load, so I will answer questions 
instead.  The files come with a lesson document by the author.  He 
was planning on playing the game on a hex map.  We are using Excel to 
resolve actual coordinates, which is more accurate and actually 
simpler after the initial investment of time on my part.

If I can post it somewhere, y'all can download it and take a look, 
and I will answer any questions I can.  once people have a feel for 
how it works, I'll set up a scenario appropriate to the number of 
players we have.

Shane, can I email you the file for posting as I did the Anacreon 
tutorial I wrote a while back?

Christopher Bartlett



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Re: [Audyssey] Aircraft simulator we can use

2006-09-28 Thread Christopher Bartlett
At 01:59 PM 9/28/2006, you wrote:
>Hi,
>I think you said that you used a macro? I know that Pocket excel does not
>support macros.

Oy, that's a pain.  The macro recalculates the worksheet, then copies 
the values from column E and pastes only the values (paste special, 
values) into column D.  You can do this by hand, but as the docs 
suggest this is prone to error and a pain.

     Christopher Bartlett



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[Audyssey] I am ready.

2006-09-30 Thread Christopher Bartlett
After much munging around and considering how to include human 
factors rules, I have achieved a workable (for me at least) tracking 
sheet that currently can track up to 24 objects relative to one 
another, and is in theory scalable up to over a hundred objects.

I am now ready to referee an email air combat game for anyone who 
would be interested.  The basic outline: each turn, you would receive 
data on your aircraft's orientation in space, and information about 
the targets you are tracking.  Each turn, you have a number of 
situational awareness points to spend.  The number changes turn to 
turn because of maneuvering your aircraft.  You allocate these points 
to tracking aircraft, engaging aircraft (i.I. either preparing to 
shoot them or evade being shot), searching for untracked aircraft and 
making/receiving radio calls.  EEach turn you will also supply me 
with your control inputs for stick, rudder and throttle settings.  If 
anyone gets into a position where a shot is possible, I will resolve 
the shot and report the damage to the recipient and any obviously 
visible damage to the firer.

Has the original zip file for the air combat simulation been posted 
either place I sent it?

I would like to begin with a 4V4 scenario of a p40 Wildcat combat air 
patrol colliding with a flight of Japanese A6M Zeros over New Guinea 
in mid-1942.  As the Wildcat is a less maneuverable aircraft than the 
Zero, I'm going to assign the American flight a favorable starting 
position to initially balance out the scenario.  I will fly the 
Wildcat lead, processing my turns before I look at any of yours.  I 
will then need three American and four Japanese players to round out 
the scenario.  I'll take the first seven acceptances I receive.

I will also answer any questions about flying and fighting the 
aircraft as impartially as possible.  I've been playing with this for 
weeks and know how to fly the aircraft.

Christopher Bartlett



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Re: [Audyssey] Raceway, news, plans, and updates.

2006-10-08 Thread Christopher Bartlett
My knowledge of programming is out of date, but it would seem to me 
that if you write the car AI properly, the number of cars ought to be 
only limited by the power of the playing machine, as each AI is just 
using the same chunk of code, loaded into n virtual machines or 
objects, each of which is polled during a cycle of race time.  I 
don't see why n+1 cars is more work for you than N cars, except in 
the matter of optimizing your code. to deal with the variety of 
machines that will be playing this game.

The problem becomes more difficult when you have more than one player 
as while the object model should still work (have the player object 
inherit most properties from the general car object with additional 
routines to handle player input), that input will make optimizing for 
smallest memory demand more difficult.  This would affect online play 
or network play more than solo play.

    Christopher Bartlett



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[Audyssey] Raceway wish list item

2006-10-08 Thread Christopher Bartlett
One of the sole quibbles I have with Playing the Dark's formula 1 
game is the lack of effects of lapped traffic.  Time and time again 
in races I've listened to, lapped traffic plays a role as competing 
drivers have to thread their way through it, or use it to draft or 
whatever.  I hope that Raceway will include this feature.

Christopher Bartlett



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Re: [Audyssey] Raceway wish list item

2006-10-08 Thread Christopher Bartlett
In Top Speed, you hear cars you are lapping, but they don't appear to 
occupy the same track you do, as though the sound, but not the 
physical object is there.  You can't hit or be hit by them, they 
don't cause any interference.

Chris Bartlett



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Re: [Audyssey] Raceway wish list item

2006-10-09 Thread Christopher Bartlett
At 04:49 PM 10/9/2006, you wrote:
>You can bump into cars in top speed 2, and be hit by them as well as hearing
>their horns and stuff. YOu can interact with them in those ways.

You can if you are on the same lap as they are.  This is not true 
when you are a lap or more ahead of them.

     Christopher Bartlett



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[Audyssey] The game of Go

2006-11-14 Thread Christopher Bartlett
Does anyone know of an adapted version of the game of Go for blind 
players, or of a computer software implementation that we can use?

Christopher Bartlett


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Re: [Audyssey] The game of Go

2006-11-14 Thread Christopher Bartlett
Go is a board game played on a grid of 19 horizontal and 19 vertical 
lines that intersect to form a 19 X 19 array of points.  Two players 
alternate placing black and white stones at these points.  The object 
of the game is to claim territory by surrounding it, and secondarily 
to capture your opponent's stones by surrounding them.  Unlike chess, 
stones do not move, though they can be removed by capture.  Unlike 
Othello/Reversi, stones don't change sides when captured but are 
simply removed.  At the end of the game, you count the points you 
control plus the prisoners you have taken and compare it to your 
opponent's score.  The higher score wins the round.

There's a little more to it, but really that's the game in a 
nutshell.  For more information, check out the American Go 
Association, which has some excellent introductory texts about the 
game.  Google it.

    Christopher Bartlett


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Re: [Audyssey] The game of Go

2006-11-14 Thread Christopher Bartlett
At 06:22 PM 11/14/2006, you wrote:
>Sounds like you could use a Taylor slate as a board, and the metal type that
>have a bar on one end and 2 points on the other as the stones to play the
>game?

Charles, could you amplify on this possibility as I am not getting it yet?

 Chris Bartlett


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[Audyssey] Run-time error in STFC

2006-12-11 Thread Christopher Bartlett
I finally decided to download STFC 1.0 this morning and run it.  Here 
is the result:

stfc.exe - Common Language Runtime Debugging Services
Application has generated an exception that could not be handled.
Process id=0x9f0 (2544), Thread id=0xa90 (2704).
Click OK to terminate the application.
Click CANCEL to debug the application.
OK Cancel

What's up with this error and how to I fix it?

    Christopher Bartlett


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[Audyssey] STFC questions and wish list for future versions

2006-12-12 Thread Christopher Bartlett
Is the starting setup randomized from game to game?  I played two 
games in the last couple of days and the setups appeared to be identical.

Also, is there any advantage to firing one large salvo of torpedos 
over firing several small salvos?  The latter gives the obvious 
advantage of allowing you to use only as many torpedos as you need, 
since the firing sequence is cut short when the target is destroyed.

Now to some wish list items.

1.  I'd like a finer-grained location report.  As it is, we know the 
ships are anywhere within a 40 light year square, which does make 
some things more difficult.  As I am sure you have the actual 
Cartesian coordinates available in the ship data structures, I'd like 
at least the option to see the raw coordinates.

I like the options for recharging ship systems, but I'd like to see 
the option for directing power to overcharge shields a la Star Fleet 
Battles.  Along this line, what does it mean when I see on a scan 
result that a shield is over 100 percent?

3.  Mines!

4.  I'd like to see the shields divided so that your facing relative 
to enemy ships makes a difference.  It would be cool to have to deal 
with protecting a weakened shield.

This is not precisely a wish list item, but it seems that the balance 
of offense-defense is skewed in favor of the offense.  It seems to me 
that it was unusual for one ship to be able to do in another in one 
salvo, a result that is eminently possible in this game.  If this is 
deliberate, and it must be, it's a design decision I might revisit 
for increased dramatic play.

I had more, but I've forgotten what they are.  I shall just have to 
go play again.

Christopher Bartlett


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[Audyssey] One more STFC wish list item

2006-12-13 Thread Christopher Bartlett
I want to be able to save a game in the middle.

Christopher Bartlett


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Re: [Audyssey] STFC 2.0 questionnaire.

2006-12-14 Thread Christopher Bartlett
Re: cloaking device: if you go the real-time route, you are going to 
need exceptions in the Federation ship AI for ships not directly 
under command to deal with cloaked ships as it is.  I don't think you 
can escape that.

    Christopher Bartlett


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Re: [Audyssey] USA Games Holiday News.

2006-12-25 Thread Christopher Bartlett
While I like the idea of an on-line version, one change I'd like 
to see from sequential play is to make all turns execute 
simultaneously.  All players plot their orders simultaneously 
before the turns are processed.  This would be true whether or 
not one had human or computer opponents.  This changes the 
strategic equation since it adds an element of prediction to your 
choices that isn't there in a strictly turn-based game.

Actually, this would be a good compromise for making the game 
seem more real-time that would be easier to implement than true 
real-time play.

Christopher Bartlett

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Re: [Audyssey] USA Games Holiday News.

2006-12-26 Thread Christopher Bartlett
Tom,

I think you misunderstand my idea.  Let me clarify.

There is a game called Diplomacy, originally put out by the 
Avalon Hill company that was a strategic-level WWI game.  Players 
take the part of one of the seven major powers in Europe circa 
1901.  Turns consist of three phases, diplomacy, during which 
players negotiate alliances, peace treaties, etc, orders writing, 
during which each player writes a set of orgers for his or her 
units and the resolution phase, where all the orders are compared 
and resolved.

Each player has no advance knowledge of the opponents' orders, 
and must construct his or her orders based on an assessment of 
what the others are going to do, based on tactical position and 
clues gained through diplomacy.  As such, the strategic problem 
is somewhat more complex, since the game is a game of in-plete 
information.

What I proposed for STFC was a similar concept.  You'd eliminate 
the preliminary diplomatic phase of course, but the player(s) 
would use the normal input methods to plot orders.  Other players 
computer or human, would do the same.  After all moves are 
plotted, the game would execute the orders, describe the results 
and give messages to the human player(s).

There is no need for multithreading, simply process all turns 
without knowledge of the next turn's movements.  The order of 
oper'ns might look like:
1.  Get input for all human player turns.
2.  Create computer player turns, based on present positions, not 
including knowledge about the human players' moves.
3.  Process weapon firing.  Give messages describing results.
4.  Move all ships according to their orders, subject to changes 
from weapons damage.
5.  Lather, rinse, repeat until end of game.

Note that the only change from the way things happen now is that 
moves are calculated before the computer paayers know what the 
human player(s) are doing.

Christopher Bartlett

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Re: [Audyssey] USA Games Holiday News.

2006-12-26 Thread Christopher Bartlett
The initiative idea is a good one, but why not extend it from 
races to shipsingstarbases.  There are, what, 28 objects to 
track?  It's no harder to track 28 objects for initiative value 
then it is to track 4 race values.

Note that you can combine Phil's suggestion and mine by having 
initiative affect weapons firing, while still having movement be 
simultaneous.  In fact, you'd have to do it this way if you were 
going to track individual ship's initiative, since ships would 
move as fleets, not individually.

Christopher Bartlett

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Re: [Audyssey] A quick STFC 2.0 question.

2006-12-29 Thread Christopher Bartlett
Absolutely mix the ship classes, the more the better.  What about 
providing different numbers of friendly and enemy ships as an option 
to increase difficulty, rather than varying the enemy's toughness?

    Christopher Bartlett


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[Audyssey] Swamp: in-game justification for audio sighting system.

2011-10-27 Thread Christopher Bartlett
I was revisiting Shades of doom, and it occurred to me that for those who
want beeps to indicate when they are on target, there could be an in-game
explanation, a laser designator mountable on certain weapons that would use
the beeping to indicate on-target status.

 

Chris Bartlett

 

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[Audyssey] Swamp: navigation issue.

2011-10-28 Thread Christopher Bartlett
Ok, this is hard to verify, since I don't have a heading command to give me
my current facing, but I think there's a disconnect between the mouse
steering and the Shift-a and Shift-d turning commands.  Here's an example of
what I mean.

 

I walk out of the northern shack and take stock of the situation.  I hear a
zombie off to my right and, using the mouse spin around what seems to be
about 60 degrees.  I drill the bastard with two shots, neat as you please,
and hear something off to my left.  I hit shift-a, expecting to end up
facing southwest, or at most south, and end up facing southeast.  

 

I think what's happening is that the nearest compass points aren't being
updated by the mouse events, so that the keyboard commands hold onto the
south facing until one is hit, regardless of how much spinning around I'm
doing with the mouse.

 

There is another issue concerning the map borders, but I think it's related
to the same phenomenon.  I'm running hell bent for leather from a gaggle of
zombies and I run into the western map border.  Ok, thinks I, I'll just hit
shift-d a couple of times and run along the border.  I have lost track of
the last keyboard facing change I made, so am puzzled when I end up facing
the wrong way, again, probably based on old facing information.

 

I really want a heading command.  I also want something like an alt-left or
right click to replace the shift-a and shift-d keys, so I don't have to take
my hands off the mouse.  I don't want to have to switch back and forth in
the heat of battle.

 

Chris Bartlett

P.s.  And I want a pony and world peace too.

 

 

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Re: [Audyssey] Swamp, multiplayer update version 0.7b

2011-10-31 Thread Christopher Bartlett
Wow, this sounds cool.  Looking forward to testing.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Monday, October 31, 2011 12:53 PM
To: audyssey
Subject: [Audyssey] Swamp, multiplayer update version 0.7b

Just in time for Halloween, I've released the next Swamp update!  I want
everyone to go into this realizing that I have rushed several things and it
still needs a lot of work.  That being said, I think it is working well
enough for people to begin playing it and having some fun!  :D

Changes from version 0.6b to 0.7b
- This update was specifically meant to test multiplayer aspects of the
game.
- The old map has been removed and replaced with a large multiplayer map.
- Sounds have pretty much all been replaced by new ones from Kai.
- There are 5 working weapons now.  Axe, Pistol, Hunting Rifle, Shotgun, and
MP5.
- Items can be found by listening for the sound of flies on a dead body.
Walk over it to pick up the item.
- Use F and G to scroll through items you've collected, and press Enter to
use them.
- When playing multiplayer, shooting your friends currently does nothing.
- Game music can be paused by pressing the pause/break key.
- By default you are now set to run when the game begins.  Changing running
speed now requires W + Shift.
- W now serves as a directional navigation helper.
- Use / to chat to others who are online.  < and > will scroll you through
past messages, though it needs a lot of work still.
- There are now 4 types of zombies.  Normal, Dog zombies, Tyrants, and Giant
zombies.  Each has its own sounds and attributes.
- When you select a new weapon from your inventory, you will have to reload
the gun even if it had bullets in it when you last used it.  It's something
I'll fix later.
- I've noticed a bug that will sometimes randomly lower the volume of your
gun as you fire.  I haven't tracked down the cause yet.
- You can pause the game's background music by pressing the pause/break key.

In this entirely multiplayer update of Swamp, the game world is populated
with a bunch of zombies and items to find.  As people kill zombies or find
loot, new ones are created and placed around the map by the server.  This
means you will never run out of zombies to kill, or new items to find.  I
encourage everyone to give it a try, but please do remember that I'm aware
it is pretty crude at the moment.  I have been busy and barely got this
thing ready in time for the actual Halloween day.

www.kaldobsky.com/audiogames/Swamp.zip

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Re: [Audyssey] Swamp, multiplayer update version 0.7b

2011-10-31 Thread Christopher Bartlett
Also, shift-direction keys are still out of sync with current mouse heading.
I've sent you a debug.txt file from a suddenly terminated game.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Monday, October 31, 2011 3:14 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp, multiplayer update version 0.7b

I wanted to pop in and mention that there was a problem with the radar not
working on the first file I uploaded.  If the arrow keys are not turning on
the different radar modes, you will need to download again because I've
fixed the file and posted it again.  The link is the same, and the version
number hasn't changed.

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Re: [Audyssey] Swamp, multiplayer update version 0.7b

2011-11-01 Thread Christopher Bartlett
Yes, I *hate* playing with my touchpad.  I end up stealing my wife's mouse
when I want to play because the control is so much better.  So Jeremy, you
are responsible for introducing marital issues into our gaming lives.
*grin*

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Valiant8086
Sent: Tuesday, November 01, 2011 3:47 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp, multiplayer update version 0.7b

I have an issue with my touch pad where if I try to line up with a 
zombie with this game, I can't move in small increments. I either don't 
move or I move fairly quickly. I think if I slide my finger sideways 
slowly it doesn't turn my character at all. It's not at all similar to 
Papa Sangre's reaction to the same sort of movement. Does anyone else do 
this with a touch pad and does this happen to them too?



Sent with Thunderbird 3.1.14 portable.

On 10/31/2011 12:53 PM, Jeremy Kaldobsky wrote:
> Just in time for Halloween, I've released the next Swamp update!  I want
everyone to go into this realizing that I have rushed several things and it
still needs a lot of work.  That being said, I think it is working well
enough for people to begin playing it and having some fun!  :D
>
> Changes from version 0.6b to 0.7b
> - This update was specifically meant to test multiplayer aspects of the
game.
> - The old map has been removed and replaced with a large multiplayer map.
> - Sounds have pretty much all been replaced by new ones from Kai.
> - There are 5 working weapons now.  Axe, Pistol, Hunting Rifle, Shotgun,
and MP5.
> - Items can be found by listening for the sound of flies on a dead body.
Walk over it to pick up the item.
> - Use F and G to scroll through items you've collected, and press Enter to
use them.
> - When playing multiplayer, shooting your friends currently does nothing.
> - Game music can be paused by pressing the pause/break key.
> - By default you are now set to run when the game begins.  Changing
running speed now requires W + Shift.
> - W now serves as a directional navigation helper.
> - Use / to chat to others who are online.<  and>  will scroll you through
past messages, though it needs a lot of work still.
> - There are now 4 types of zombies.  Normal, Dog zombies, Tyrants, and
Giant zombies.  Each has its own sounds and attributes.
> - When you select a new weapon from your inventory, you will have to
reload the gun even if it had bullets in it when you last used it.  It's
something I'll fix later.
> - I've noticed a bug that will sometimes randomly lower the volume of your
gun as you fire.  I haven't tracked down the cause yet.
> - You can pause the game's background music by pressing the pause/break
key.
>
> In this entirely multiplayer update of Swamp, the game world is populated
with a bunch of zombies and items to find.  As people kill zombies or find
loot, new ones are created and placed around the map by the server.  This
means you will never run out of zombies to kill, or new items to find.  I
encourage everyone to give it a try, but please do remember that I'm aware
it is pretty crude at the moment.  I have been busy and barely got this
thing ready in time for the actual Halloween day.
>
> www.kaldobsky.com/audiogames/Swamp.zip
>
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[Audyssey] SWAMP 0.9B BUGS.

2011-11-02 Thread Christopher Bartlett
Ok, lots of interesting bugs that won't show up in the debug.txt log.  A
number of times, I'd go to fire and there would be silence, though my ammo
was expended.  It seemed to happen mostly when I was trying to pick off
unaware zombies, rather than when I was unde3r specific attack.  

 

Also, I had a couple of recurrences of the shift-a/d mouse direction bug.

 

I do like the redone controls for weapon selection, it makes weapons
switching much easier, which is important when a zombie ninja shows up from
nowhere and the axe is required.

 

Chris Bartlett

 

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Re: [Audyssey] Swamp Characters/character profiles.

2011-11-02 Thread Christopher Bartlett
The voice profiles idea is exciting.  The different characters are also
interesting, though they would need balancing in some fashion.  But I hope
they won't replace the picking up loot on the battlefield.  

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Wednesday, November 02, 2011 7:21 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp Characters/character profiles.

I'll wait to see what others think of the class idea, but the voice idea is
something that's already in the works actually.  I've been busy hunting down
bugs, but soon I will be posting a list of phrases I need read, and
volunteers can record themselves speaking them and mail them to me.  While
in multiplayer you will be able to use a set of keys to quickly speak the
phrases, and those around will hear them in the voice you chose.  This would
be much faster than typing and would be a really neat effect I think.

I'm also working on a multiplayer quest system just to add a little bit more
to the current setup.  A special item will spawn on the map and everyone's
quest will be updated.  For example, it might say that you need to retrieve
a gas can from the parking lot of the gas station.  Everyone has the same
mission so as long as someone get there and finds it, every player hears the
quest complete sound and hears the next quest.  These would be randomly
generated and might give people something else to work on besides just
killing zombies and finding ammo.

> This is something I thought long and
> hard about writing on list,
> because if people take it the wrong way, either it'll seem
> like a
> complaint or it'll make people complain, which is really
> annoying.
> 
> 
> I finally thought that it'd be ok, because what the heck.
> The good
> outweighs potential bad.
> 
> I've been thinking about something. Right now, swamp has
> one person
> carrying around six rather large weapons. Nothing new
> there. It's a
> standard of FPS. Also, there's the one character voice.
> 
> What if there were voice acted out several different male
> and female
> voice sets to choose from. These would have the
> injury/death sounds
> but they'd also include simple stuff like yes, no, follow
> me, wait
> here, I'm out of ammo, and so forth. That way, people could
> actually
> cooperate without having to type a lot of stuff.
> 
> Also, as far as characters go, this was what I thought.
> What if there
> was at the beginning a selection screen for character types
> which
> would all have a .45 ACP pistol and some melee weapon of
> some type but
> whose other weapons would differ. I was thinking melee,
> pistol,
> primary, and secondary.
> 
> There would, of course, be some overlap, and if this was
> implemented
> you'd no longer pick up weapons, but the character
> selection could be
> on some maps or as an option etc.
> 
> Soldier: knife, pistol, assault rifle, and sniper rifle
> (Knife is fast
> but short, sniper rifle is long range and holds only one
> bullet but
> does high damage.)
> 
> Policeman: baton, pistol, shotgun, and mp5
> 
> Outdoorsman: axe, pistol, hunting rifle, and shotgun (axe
> is
> relatively longrange melee)
> 
> Assassin: sword, pistol, sniper rifle, and crossbow (the
> crossbow is
> silent to zombies but holds only one bolt at a time)
> 
> Berserker: Fists, pistol, assault rifle, mp5
> 
> These are templates, and there's a lot I didn't include for
> brevity.
> Also, this is a way future consideration. The two things
> together,
> voice profiles, and character types, could diversify an
> already
> diverse and expanding game.
> 
> Signed:
> Dakotah Rickard


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[Audyssey] Swamp: beacons.

2011-11-04 Thread Christopher Bartlett
I'd like space bar to decommission beacons as it does radar.  If it's been a
while, I don't always remember quickly which number to hit to deactivate the
beacon.

 

Chris Bartlett

 

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Re: [Audyssey] Swamp, version 1.1b

2011-11-04 Thread Christopher Bartlett
Hey Jeremy, I assume it would be possible to create your own sound files to
attach to those keys?  That would be awesome for personalization.  What
files would we need to replace, and in what format?

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Friday, November 04, 2011 8:07 PM
To: audyssey
Subject: [Audyssey] Swamp, version 1.1b

Version 1.1b is here.  I hope it will solve most, if not all, of the
currently reported bugs and crashes.  Here is a list of changes.

Changes from version 1.0b to 1.1b
-

- Stalkers no longer growl until they are chasing you.  This makes them a
bit stealthier.
- Dogs have faster footsteps to simulate the extra feet.
- Fixed a small issue with the safe zone guards.
- The backslash (\) key now does the same thing as the Pause/break key for
pausing the background music.
- The pistol silencer has been added.  If you find a silencer, pressing 2
again will attach the silencer to your pistol.  The gun is very quiet but
also does a little less damage than the unsilenced pistol.
- Fixed the problem where the current location would show up blank at times.
- Fixed the bug that would get people trapped in the main menu if they
pressed escape during a game.
- You now can not attack while in the safe zone.
- Fixed a reverb issue with the guards outside of the Safe zone.
- Pressing Shift + V announces your coordinates on the map, so that others
can find you easier.  Coordinate 1,1 is located the very North-West corner
of the map.
- I've made a few changes that I hope will stop the game from crashing if
you leave it sitting for a long time.
- Voice messages are now available.  Press F followed by another key to
speak a phrase to the other players online.
   + Right mouse button asks someone to follow you.
   + Left mouse button is a warning message.
   + The A key is some form of yes.
   + The D key is some form of no.
   + The S key says follow you.
   + The W key is a greeting.
   + The Z key asks them to cover you.
   + The X key says you will cover them. 
   + The C key says to stay here. 
   + The R key says you need ammo.
- The Single player is still basically left unchanged, but I did fix the
footsteps.

The full download is still uploading with an estimated 22 minutes remaining,
so if you try to download and it won't let you, then you probably need to
wait for it to finish uploading.  But as I did a few versions ago, I am
offering a much smaller patch download that will only add and replace what
is necessary.  It assumes you already have been using version 1.0b.  So if
you already have version 1.0b then there is no need to do the longer
download, just grab the smaller one and extract it into your Swamp folder.
Enjoy!

www.kaldobsky.com/audiogames/SwampPatch.zip

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Re: [Audyssey] Swamp major errors!

2011-11-06 Thread Christopher Bartlett
What is the status of JFW with the game rather than SAPI?

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Sunday, November 06, 2011 3:32 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp major errors!

Yohandy, try deleting your progress.ini file and start it up again.  The bug
in the Jaws/Window eyes portion could be causing you that trouble, and if
your game crashed while set to either of those then it will continue trying
to use it each time you start up.  By deleting the file, you will tell it to
start up with the default sapi.

> wish mine crashed. I can't even start
> it up. lol. it just gives me this 
> beautiful error telling me is stopped working.


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[Audyssey] Swamp: safe area

2011-11-06 Thread Christopher Bartlett
I may have missed something.  Is it possible to save a game from the safe
zone?

 

Chris Bartlett

 

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Re: [Audyssey] Swamp: Weapon Modifications

2011-11-07 Thread Christopher Bartlett
Hmm, I see the direction you're going in and I think I get it.  I would find
those particular ideas very "gamey" and they would detract from the
"realism" that makes the game spooky and interesting.  On the other hand, I
see the need to make the lesser weapons, pistol, hunting rifle and standard
shotgun worth using in certain situations.  I personally love using the
silenced pistol, as I enjoy ninja-ing around and sneaking up on the zombies.

A simpler and less artificial way of doing this would be to decrease the
number of weapon drops, while adding in the ability to drop off weapons in
the safe zone or other places for other characters.  I'd also add an
encumbrance factor, i.e. if you're overloaded with weapons and ammunition,
you slow down in movement and rattle when you move, decreasing stealth.

The proposed sniper rifle and machine gun should both require immobility and
a lengthy setup process to limber and unlimber the weapons.  Perhaps you
have to use the reload key to set up and arm the weapon from movement, and a
different key to fold up and carry the weapon.  Both these weapons would
have a high encumbrance value.

If you add in the possibility of the automatic weapons jamming, all of a
sudden the old reliable shotgun and hunting rifle gain some worth as they
would be much less prone to malfunction.  Clearing a jam should require a
fair amount of time and cannot be done on the run.

I think these suggestions would balance the weapons a bit better, leaving a
niche for everything.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kai
Sent: Monday, November 07, 2011 1:33 AM
To: Gamers Discussion list
Subject: [Audyssey] Swamp: Weapon Modifications

Greetings.

Point 1: a graduated weapons system. In order to use the MP5, you must make
X amount of kills (25?) with the pistol.
In order to use the Assault rifle, you must make x amount of kills with the
hunting rifle (20?).
In order to use the sniper's rifle, you must make x amount of one-shot kills
with the hunting rifle (20?).
And so on and so forth.

the rationale is that the higher weapons require more skill, particularly
the automatic weapons with their kickback.

Point 2: I notice that the hunting rifle fires rather quickly for what it
is. Perhaps it could be delayed a bit more?

Kai
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[Audyssey] Swamp reflections.

2011-11-07 Thread Christopher Bartlett
Ok, don't shoot me or hack my head off, but I think that the multiplayer
game balance is too easy.  I mean, it's possible to get killed (just did,
seem to have been at a zombie spawn point and multiple bandits appeared on
top of me with no warning, but in general, it seems very possible to stay
alive without having to make lots of snap decisions, once you know where you
are and have any one of the top three weapons.

 

Things that would make the game harder:  make the zombies react to shots
from a longer distance.  I've had several instances where I fired and missed
at a target, only to have it continue its slow patrol walk.  I think that
any target that is missed narrowly should immediately turn and search for
the shooter.

 

More zombies please.  The single player game is too much, too many zombies
in too little space, but the multi-player often feels empty.  Perhaps tweak
spawning a bit so there are more zombies at a time in the larger map size.

 

Zombies should be able to acquire fire arms as well.  perhaps they aren't
excellent shots, but the concept of a zombie firing at you from a distance
would be very frightening and would encourage the use of cover and sniping
tactics.

 

More zombie packs. It's easy to pick them off one at a time, but the fun
comes when there's a pack of five or six.  Maybe tweak the AI so that
zombies that are near one another tend to agglomerate into packs.

 

I think one has to erase progress.ini to go back to the beginning state of
the game after once having saved.  Future updates should automagically erase
this file for a death situation, though not a crash.

 

Zombies flooding the safe zone: Thematically, the safe zone is a known
location where tasty human brains collect.  As such, it should be under
constant siege, thus making it more difficult for players to reach it
without a concerted team effort to clear the area.  I actually hung out
southwest of the zone for a while and kept it clean, just on a whim,
role-playing you understand, but if there's always a lot of zombies nearby,
it becomes necessary to do this as the zone takes on more functions.

 

You've already heard my thoughts on weapon drops and usage.

 

And yes, this makes it harder to learn from the beginning.  Perhaps allow
for a beginner mode in multiplayer where the character is by default more
stealthy, thus drawing less unexpected attention.  perhaps this mode exists
until the player has reached a certain number of kills, then it is
permanently removed.

 

Re: chat, I'm sorry, I just don't use this feature in its current
incarnation.  It's a great idea, but the limitations are such that I don't
find myself with a need.

 

Would it be feasible to simply implement direct verbal chat for those of us
with headset mikes?  You'd hold down a transmit key and simply talk and it
would be broadcast over the server with the same sound localization.  This
would replace the slash key, and would remove universal chat, but would make
actual character cooperation much more intuitive.  I don't know if this
would be technically difficult, my understanding of networking protocols is
limited.

 

Looking forward to the next incarnation.

 

Chris Bartlett

 

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Re: [Audyssey] Swamp reflections.

2011-11-07 Thread Christopher Bartlett
I like Dakota's ideas re: switch time and bad effects of low health.  Low
health could increase the effects of encumbrance.  Ok, how about this, put
an idea of fatigue into the mix, so that health gradually decreases as you
run and fight.  It decreases as well when you get hit.  Med packs still heal
you (they include stim patches or something like that) but perhaps they get
less effective over the course of time, until you go back to the safe zone
and actually heal.  

I'm still in favor of permanent death.  Anything less reduces the stakes too
much for the suspense/horror feel of the setting.  This game should force
you into life&death emotional responses, rather than taking needless risks
because you know you can just reset and go back to a previous state.  

I don't know about the spawn limit, if this is dependent on the server, then
we need the zombies to be deadlier.  Packs would make life harder, and more
sensitivity to shooting and other noises.  I do like that walking is
stealthier than running.  One of my favorite configurations is the silenced
pistol and hunting slowly and quietly.

Chris Bartlett



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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Christopher Bartlett
I'm talking about a game with complexity, depth and a reason for different
types of strategic choices.  Jeremy has presented us with a great, fun game.
it could be the basis for the first truly multi-layered FPS game we've ever
had, with a replay value that dwarfs Shades of Doom.  Does this mean the
game becomes more complex?  yes it does, and if Jeremy is willing to go
there, I am encouraging him to do so.  Look at Castaways.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Darren Duff
Sent: Tuesday, November 08, 2011 8:33 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Swamp reflections.

Are we still talking about a game here or a simulation. Because to me at
least that's what this is starting to sound like. 



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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Christopher Bartlett
My comments interleaved with yours.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Dakotah Rickard
Sent: Tuesday, November 08, 2011 8:07 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.

There, at least according to Jeremy, is a consequence of death, at
least once the safe zone becomes a storehouse. Unless I misread
something, you drop whatever you were carrying when you die, once
that's in effect. Imagine you're walking around with a rather
difficult to find, rather expensive weapon. You die, and it's gone.
That'd suck enough to discourage death, even if you do just go back to
the last save state. Add to that that if the save hasn't happened
anytime soon, as has happened to me on a crash situation, you may lose
a lot of collected ammo and earned kills. Death sucks, even without it
being permanent.

I don't find that an emotionally satisfying argument, which is subjective
and I'm not saying you're wrong.  But this is a horror genre game.  A game
tells a story.  Horror is by definition about, well, horror, which means
it's about facing tremendous odds and either dying horribly or triumphing
against those odds.  Death is a sine qua non of the genre.

Now it may be that I'm bringing literary tropes over into the game world,
and that may be inappropriate.  I have less than zero interest in a game
that doesn't engage my emotions.  This is why I have tended to not care
about FPS style games, since they seem to be about technique.  Here I have a
chance to have input on the ground level of such a game.  I don't personally
find the loss of an assault rifle to be a sufficient consequence of dying.
That may be because I'm not steeped in the tropes of mainstream gaming.  If
that's true, sobeit, I'll accept that critique.

Now, I do say this. I personally love the idea of permanent death,
just not in this setting. I don't have anything explicitly against it,
just that I think it doesn't add to the story line or really too much
to the setting, although it does make you more  careful. Instead, it
can frustrate longtime players, if their awesome character dies.
That's why so few games include a really permanent death.

The frustration of losing a carefully built-up character is part of the
emotional consequences I'm talking about.  Why is this different from
getting through five and a half sectors of GTC, or to level 9 in SOD, or
hell, even getting eleven catapults built in Castaways, then having it all
go wrong?  Is this a genre thing?

See previous comments for the role of death in the horror genre.

As for the fatigue aspect, I'd like it for people to be tired after
running a lot. I know I'd be. Granted, I'm not in the best shape, but
I imagine anyone would be tired after running/jogging around for
hours. The game Alone in the Dark features a fairly in shape detective
who eventually starts staggering if you make him run too much, because
he gets fatigued. I don't know that fighting should add to this, as
most fighting is done with guns. True, firing a gun isn't necessarily
easy, but it isn't truly strenuous on its own. It makes, I think, more
sense to just include fatigue for running. It's a bit more work on the
server, what with it needing, probably, two timers for each character:
a "how long you've been running" and a "how long you've been not
running." Still, walking rocks and it makes sense.

Your technical comments are apt, and I can't speak to them.  But fighting
with guns is, according to anyone I've ever spoken to or read who has
actually done it, quite fatiguing, not so much because of the physical
strain, but because of the constant dumping of adrenaline into the system
and its subsequent usage.  The body can only do so much of that before it
begins to tell.  

Still, I think your idea is probably a good compromise.

I like the idea for the medkits to be less effective, but I don't
think it should involve the safe zone. If the zone becomes so
important, people won't leave it. it's already the store, warehouse,
save point, and possibly doctor's office. If it becomes the reset
point for your medkits' effectiveness, people may not leave. However,
I can suggest an alternative that may be acceptable, though it would
involve another timer. Medkits should maybe have a cool down period.
Not that you can't use another one, just that it loses, say, 20
percent of its effectiveness if delivered within a certain time, or
that percentage of loss could depend on how soon.

*lengthy example deleted for space*.  But if you never leave the safe zone,
what's the point in playing the game?  The reset idea makes it likely that
you have to come back to the safe zone every so often, but it doesn't keep
you there.  your idea is also a good one though, and let's see what other
people think.

Chris Bartlett



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You 

Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Christopher Bartlett
My commentary interleaved with yours.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: Tuesday, November 08, 2011 8:06 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.

Ok, I really should have responded to this thread a little while 
ago, but here goes. As far as zombie packs go, I do agree that 
there should be more of them, but not all zombies should be in 
packs. If you have nothing but packs of five or six (or even two 
or three) zombies running around, having no ammo is a certain 
death statement. Also, as far as switching weapons timing goes, 
I've been in more than one situation even today (it's 7:45 am 
now) where if I didn't switch weapons right away, it would be the 
end of me. As far as encumbrance goes, I believe that it could be 
an interesting factor, but too much of it would overbalance the 
game. It's hard enough to survive as is.

Your comments about zombie packs are true enough.  It's hard to do a hit and
run on a zombie with an axe, let alone if it has help from its friends.  But
when zombies spawn, they wouldn't necessarily have to be near one another,
so there would still likely be solitaries roaming around.  Also, if the safe
zone is going to become a place where one can acquire weapons and ammo, this
consideration is less relevant.  And really, it's not that hard to evade
zombies if your intention is strictly evasion, rather than combat.  Just
stay quiet and patient until you've acquired some ammunition.  Walk, rather
than run, and avoid any zombie sounds.

As for the switching delay problem, yes, this would be a situation where
you'd have a problem.  It puts a premium on planning.  And you can almost
always run rather than fighting.  Run to give yourself time to
weapons-switch.

In regards to what Chris said, I highly disagree with the 
idea of moving/fighting decreasing health and med-packs being 
less and less useful. If the safe zone is going to be under siege 
(which sounds awesome for multiple reasons) it would spell out 
death for a player who spent too long away from there. Also, this 
could trap players in the safe zone, and would eventually force 
the few remaining players to be extremely careful as to what they 
did, as there can't be reinforcement.
I  feel like I'm missing a few statements, so there may be 
another email from me on the subject, but this is all for now.

The safe zone is going to bring lots of benefits.  It should be hard to get
to without help.  Dakotah has proposed a good alternative to my original
idea about med kits, which might balance better, but I'm pushing for the
safe zone to be both important and difficult to reach.  Remember, we've
already got two NPCs who are working to keep the immediate vicinity clear
for you.  They seem to be really good shots.

Chris Bartlett


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Re: [Audyssey] Swamp reflections.

2011-11-08 Thread Christopher Bartlett
Jeremy, I think it's safe to say you have built up trust in your fan
community, so that if you seem to disappear, we'll have faith that great
things will come out of it.  I know you listen to us, the proof is in the
pudding of things that come up in your updates.  So fear not, and yes a hot
glue gun might not go amiss.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Tuesday, November 08, 2011 4:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.

I'm sorry not not seeming as active lately.  I've been busy with a few
things, working on Swamp, and reading many many emails posts and messages.
Because I was finding myself responding to about 40 messages a day, some
being quite long, I have started to conserve energy by not responding to
everyone for the time.  I am still receiving and reading them all, so please
don't misinterpret my quietness as a lack of interest in the community's
thoughts.

The game of course has bugs in its current form, but for the most part it is
pretty stable.  When I'm not accidentally pulling the Ethernet cord out of
the server it is stable, I mean.  Haha, sorry again to all of those who were
affected by that yesterday.  Because the game is fairly stable, I am taking
this time to implement several changes before I upload the next game update.
At various stages in development, a programmer will hit places where much
time is needed to proceed but an outside viewer wouldn't notice any changes.
Foundations need to be built, code needs to be optimized, and few of those
things bring about fun new content in and of themselves.  I am at one of
those points in the code, so it is going to take a bit longer before the
next update.

I also plan to hot glue the cord into the back of my server, ROFL!  I'm also
considering building something to alert me in the event that my lousy ISP
resets my connection and changes my router redirect settings like it has
done twice already.

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Re: [Audyssey] Swamp reflections.

2011-11-10 Thread Christopher Bartlett
I had a hard exit to Windows crash yesterday as well.  I've looked at the
debug.txt file and it had registered a whole bunch of errors, but without
time stamps I couldn't tell if they were a cascade failure from a single
problem or small things that happened over time.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Thursday, November 10, 2011 3:26 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.

Have you tried checking the debuglog.txt file after it crashes?  It might
give you some additional clues about the cause.

> Hi.
> 
> My router reserves dhcp addresses, so if power goes out,
> what ever, it still forwards any forwarded ports to the
> proper target.
> 
> Regarding what you said about being pretty stable, I have
> one strange problem I've been having. Occasionally swamp
> just closes for me, Can I find out what caused it? I just
> crashed it and haven't restarted it. The error was something
> about missing protocol or some such. I'm afraid I was a
> little flustered and didn't think to take careful attention
> to what it said until now. It crashed for me twice today. I
> wonder if it's my internet? I've been having internet issues
> anyway. I think it's crashing hard like tha when it loses
> conectivity.
> 


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Re: [Audyssey] Swamp questions

2011-11-10 Thread Christopher Bartlett
The shooting at walls thing is the last major action element problem left to
be addressed.  It really is frustrating, lining up a nice sniper shot on a
tyrant, only to have the wall hitting sound reward your efforts.

I'm not sure how to address this without a gunsight mode, which I feel would
detract from the impact of the play, (though it should be an option for
people who have difficulty localizing sound due to hearing loss or
whatever).  If I understand it, the sounds are played to everybody, and the
server interprets your direction and sound level based on your position.
Would it be possible to maybe have the sounds have a gating effect so that
they stutter a bit if there's a wall between you and the sound source?  Or
maybe a reverb effect of some sort?  I don't know, just some alteration that
clues you in that though you hear a zombie close at hand, you've got a wall
between you?

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Che
Sent: Thursday, November 10, 2011 4:00 PM
To: Gamers Discussion list
Subject: [Audyssey] Swamp questions

   Wow, Jeremy has done it again. Great job man.
   Swamp has the potential to be one of the most popular games ever for 
the action oriented AG community in my opinion.
   The sound effects especially deserve kudos.
   Some questions though:
1. Why the deviation from the time tested standard input method of FPS 
on the PC? Every FPS I played when I was sighted used the mouse in 
conjunction with the A S D and W keys fore movement by default, a system 
that works great. Why not mirror this, in other words, w moves one 
forward, and use the right mouse button for replicating the shift key, 
removing the need to stretch the fingers for shift v for example.
  also, having the scroll wheel move between available weapons would be 
great.
   2. I can't get jaws to work with swamp on my system, when I hit tab, 
the game ends up crashing. is there maybe a config file or something 
that can be set to jaws so the game will launch in JFW mode, or is this 
just a bug that has to be worked out?
3. I end up shooting a lot of walls, because it sounds like a zombie is 
right there, when he is actually on the other side of a wall. can we 
have a mode that gives a subtle audio cue when you have a direct shot, 
or maybe a key to hit to ping and see if we're facing a wall directly?
4. if we could drop our own waypoint beacons, that would be way cool, 
maybe double tap a number to drop a beacon, then control number to turn 
that beacon on.  being able to name the beacon when you drop it would be 
a great bonus as well, with the name being read out when you control 
numbered.
   thanks for another excellent release Jeremy, and awesome job on the 
sound efffects Chi, hope I'm spelling that right.
   Later
che
.

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Re: [Audyssey] Swamp questions

2011-11-10 Thread Christopher Bartlett
I've tried this numerous times to no effect.  

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Darren Duff
Sent: Thursday, November 10, 2011 4:32 PM
To: blindadrenal...@gmail.com; 'Gamers Discussion list'
Subject: Re: [Audyssey] Swamp questions

In regards to getting jaws to work with the game press tab twice quickly and
jfw will start to work with the game. IF you press tab twice fast enough,
the game won't crash. That's how I got it to work. 



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Re: [Audyssey] gma news list

2011-11-12 Thread Christopher Bartlett
Work on Time of Conflict continues.  David is working towards a new release
with a megaton of new features.  Note, I'm not a spokesperson, just
following developments.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Joe Shabido
Sent: Sunday, November 06, 2011 1:47 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] gma news list

No, I've heard nothing, still hoping that, a new version of TOC will be
released at some point.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: 20 October 2011 19:51
To: gamers
Subject: [Audyssey] gma news list

Hi all, I subscribed to the gma news list mid last hear, after the release
of time of conflict. I haven't gotten any  mail from the list, and I'm
wondering if any of you who might happen to be subscribed have received any?

Thanks,
John.

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Re: [Audyssey] multiplayer in castaways?

2011-11-12 Thread Christopher Bartlett
Right now, the help is limited to sending supplies and in some cases troops
to one another.  Each of you is on an independent map, but with the merchant
cart and the war tent, you can trade supplies and troops.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jess Varnell
Sent: Saturday, November 12, 2011 8:39 AM
To: Gamers Discussion list
Subject: [Audyssey] multiplayer in castaways?

hi list. I'm really liking castaways. How exactly does the multiplayer
feature work ? Can you help other people with their missions? Thanks for
your help.

Jess
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Re: [Audyssey] swamp suggestions and questions

2011-11-14 Thread Christopher Bartlett
The only problem with blowing up the world is, well, blowing up the world.
While it would be cool, how would you justify it returning to normalcy after
a while?  Since there's multiple people playing, time doesn't stop unless no
one is on the server at a given moment.

Chris Bartlett


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Re: [Audyssey] question about input methods for swamp

2011-11-14 Thread Christopher Bartlett
For me, the track pad wasn't a good method as I kept accidentally firing.  I
prefer my trusty $20 usb wireless mouse, and would never go back to keyboard
controls.  In fact, I find I miss the fluidity and speed of the mouse in Sod
and GMA Tank Commander.

Chee, I'm probably going to d/l a demo of RailRacer, now that I've lost my
mouse cherry.  Where do I find it?

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Dakotah Rickard
Sent: Monday, November 14, 2011 3:10 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] question about input methods for swamp

I play on my netbook, using my touchpad. Honestly, I haven't tried it
with a normal mouse yet. Still, I love it, and I'm glad to have tried
the new method.

Thanks for being a jerk, man.

As for accuracy, it depends on your playing style. I'm trying not to
go crazy with characters, but currently I have three, with 65%, 45%,
and 40% respectively. The 65% is me actually playing as me, meaning I
never, ever shoot without thinking I'd hit, because it attracts
zombies and makes me unsure of what's going on for a second. I'm
weird, in that I'm already enjoying the roleplay.

Signed:
Dakotah Rickard

On 11/14/11, john  wrote:
> Straifing rules!!! Only problem with it is that you:
> 1. attract every zombie nearby (get everybody to one location and
> tell them there's going to be a big flashy party)
> 2: waist all your rifle/pistol ammo, I go through three clips in
> twenty seconds with the assault rifle.
> Oh and 3: devastate your accuracy percentage (who cares, I've got
> 1200 kills with 36%, and you've got 400 with 65% haha).
>
>  - Original Message -
> From: "Johnny Tai"  To: "Gamers Discussion list"  Date sent: Mon, 14 Nov 2011 11:41:28 -0800
> Subject: Re: [Audyssey] question about input methods for swamp
>
> I love using the mouse for this- it adds a certain of...not sure
> the word I
> need, but it makes you feel like you're playing a real first
> person shooter
> rather than "just another audio game." if that makes sense.
> Though I'll admit I don't use the mouse to aim yet- but that's
> cause I can't
> aim worth jack with my hearing issue currently lol- I tend to
> just sweep all
> around me and waste lots of ammo.
>
>
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Re: [Audyssey] swamp suggestions and questions

2011-11-14 Thread Christopher Bartlett
The trade-off for the shotgun should be drastically reduced effective range.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Dakotah Rickard
Sent: Monday, November 14, 2011 3:12 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp suggestions and questions

It may be my imagination, but weapons seem to do more damage the
closer you are to a target.

Also, I think the shotgun has a slightly wider area of fire, although,
as I said, this could be imagination.

Signed:
Dakotah Rickard

On 11/14/11, Jeremy Kaldobsky  wrote:
> Well the weapons do have differences even in version 1.1b, but those
> differences will be more pronounced in the upcoming 1.2b.  For example,
your
> hunting rifle can be used with or without a scope, and your trusty shotgun
> can be set to scatter mode for a wider spread.
>
>> I thought weapon differences were
>> already coded in lol- that's why I been sticking to rifle-
>> thinking it has a longer range!
>> I agree about the shotgun- in reality, one barely has to
>> aim with a shotgun- as long as it's pointing int the right
>> general direction.
>
>
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Re: [Audyssey] question about input methods for swamp

2011-11-14 Thread Christopher Bartlett
Do you have graphics turned on?   I noticed a substantial performance hit
with graphics.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Valiant8086
Sent: Monday, November 14, 2011 5:46 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] question about input methods for swamp

Hi.
I do, and it doesn't. I already mentioned this, maybe you missed it or 
it didn't get sent.

Mine makes the weapon fire when I touch, and then doesn't let me swing 
around. Weird. That's ok though because it has an inch square touch pad 
on the right side of the screen and left and right click on the left. 
Though like I said in my earlier email, apparently the computer isn't 
powerful enough to run swamp. The game's loop doesn't go fast enough 
assuming it does use a loop and it acts like it. I have to hold down my 
left or right click for a second or so to get anything to happen. And 
everything happens about half speed. It's kind of cheating on my part 
because I have double the time to react to a zombie.

Sent with Thunderbird 3.1.14 portable.

On 11/14/2011 2:27 PM, Jeremy Kaldobsky wrote:
> Yes, a laptop touch pad will work.  Also if anyone happens to have a touch
screen monitor it should work as well.
>
>> Does it work with a touchpad? Because
>> when I'm on the laptop I don't have an
>> external mouse
>
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Re: [Audyssey] BGT Version 1.1 Released!

2011-11-17 Thread Christopher Bartlett
Is there a list for BGT development, or rather people developing games with
BGT.  I have some questions, but I'm not sure that Audyssey is the
appropriate place for programming issues/questions as they would not be of
general interest.

And Jeremy, holy crap dude!  Your ambitions are amazing and let me know when
you set up your kick starter campaign, because I'll be a contributor.  

Sorry, that just wouldn't stay in.

Chris Bartlett



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Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread Christopher Bartlett
Jeremy, as both a devoted supporter of yours and one who has deep respect
for Dark's well-thought-out positions, I'm finding this discussion very
interesting.  First of all, kudos to you for being willing to listen and
take feedback.  So here's some more from, as I said, a devoted fan.

David Greenwood has a deserved following in the blind/vi gamers' market
because, while he produces titles at the speed of glaciers conquering
continents, when he does produce, he brings forth titles with a lot of
complexity, comparatively, and with well thought-out UI's (given the state
of the art at the time.)  Lone Wolf, despite not having been updated
since--- 2003???, still stands up well and with its mission editor has
nearly infinite replayability.  I don't know how many people played it at
the height of its popularity, or still do, but it still gets traffic here
and over on the GMA list.  There are still people playing Shades of Doom,
many of the same folk I'd guess who are now enjoying your Swamp title.  GMA
Tank Commander is also still doing well in terms of people playing it,
though I think it never hit as well as LW and SOD.

I think the success of these titles is in part due to the thought that went
into the interface.  It's possible to master the interface in a few hours of
game play, and once mastered, there are a lot of possible strategies for
winning the games, as well as playing styles that can work.  In LW,  you can
concentrate on stealth, and only take your shots when you're sure of them,
(the strategy I used to play with,) or you can be the ballsy skipper who
takes "down the throat" shots at incoming destroyers, rather than evading
them, with consequent adrenaline highs and high risk.  And you can do so in
part, because he has designed his speech interface to allow you to gather
data in time without significantly jiggering with the flow of the game.

Another part of the success is the fact that when they came out, each of his
titles did something no one had done in audio gaming, and that harked back
to a classical game style from video or computer gaming.  LW harked back to,
what was it called, something like Submarine, which was a detailed
simulation that ran on Macs, and perhaps Windows machines as well from the
late eighties.  Shades was I think the first FPS.  GMA Tank Commander also
broke ground, though less new ground rather than an elaboration of LW with
better soundscapes and more complex controls.  (And now you've ruined me for
SOD and GTC with your mouse controls which I now miss in both games.

Now, to bounce to a different subtopic, I know that you like working on
multiple projects, with quick feedback and changing challenges.  You excel
in this arena, with your good communication with your players, and your
willingness to put out a concept and see if it flies, sometimes in the face
of "tradition" for lack of a better word.

Now, how would you take this strength and bring it to the development of
longer projects?

Well, in Castaways and Swamp, you have the beginnings respectively of a
great military/economic simulation a la Civilization, and of a complex,
real-time multi-player FPS shooter/military simulation.  Castaways could be
expanded to include real-time, multi-player cooperative and competitive play
in a server-based world where player actions affect one another more
directly, where players build empires.  I think I mean Age of Empires for a
good comparison with mainstream titles.  You could implement roads, a more
complex trading economy, PVP military combat and shared threats (say a
zombie apocalypse, rather than the mission-driven play which is good for
teaching the system.  Again, this reminds me of AoE, with its tutorial
missions.

In Swamp, we have something rather different and more tactical.  Expand the
map, include consequences for the entire world of player actions or
failures, work out ways for players to cooperate more effectively and
communicate better, and you have a multi-user, real-time tactical game that
would have (theoretically) infinite replay value, as the world would always
be changing, depending on what the players do.

And I know you're working on a third project, which you gave me permission
to talk about, so I will, a fantasy RPG-style game.  Depending on what you
have in mind, this could also become a large, real-time, multi-player game
with complex combat, magic and such, either in the vein of Masters of Magic,
or another take on the Angband/Nethack style of game.  (By the way, I'm
really excited about this one as I have been a frustrated fan of both games
for years.)  Since Zombie does the FPS style, I'm hoping for a party-style
game like Ultima or MoM.  Again, if you set this game up with an
over-arching story, it could be amazing.

Now, these are all daunting-sounding projects.  If you tried to do them all
at once, and waited to release until you have finished projects, I'd expect
to be retired before seeing all of them.  But here's the thing.  You've
esta

Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-17 Thread Christopher Bartlett
Good stuff to chew on here.  I do think that Jeremy's style actually lends
itself to getting around the development lag time issues though, as he
creates continual excitement about his games by frequent updates, which
aren't always huge in and of themselves, but taken cumulatively change the
games quite a bit through their development cycle.  My long post earlier was
simply to encourage him (or others for that matter) to take that idea and
run with it in a larger field.  Yes, it still might take three years to come
up with the fully finished game, but we'd be playing something within a
month, and then something a bit more complex in another month.  Along the
way, we'd have direct and demonstrably effective input on things that work
well and that don't.

It's not possibly a viable method for a commercial game, since it relies on
mass penetration before a commercial product is ready, but I could envision
a kick-starter campaign or something like it to maintain interest and bring
in some fundage for continued development, purchase of new hardware or
software.  I would certainly contribute to Jeremy's server fund as and when
he outgrows his current configuration.

There's a new model of development in this market here, and I'd like to see
others take it and run with it, as well as encouraging Jeremy in his
continued efforts.

And dude, low-cost braille!?  If he can make that work, he'll get some fine
Scotch whiskey from me at a bare minimum.

Chris Bartlett



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Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-18 Thread Christopher Bartlett
Tim, I don't think that such a thing is possible if one wanted to produce
games of any depth at all.  The number of decisions is just too high.  I've
looked at the BGT language and it's a cut-down version of c++, which, while
very clearly explained in its documentation (kudos Philip, you've done a
good job here) is still a fully-fledged programming language, though with
some of the fiddly bits abstracted nicely for the programmer.  It's a
learning curve I feel comfy tackling, so y'all can expect something in the
not-too-distant future, though which of my several ideas I'll start with I
haven't decided yet.

Chris Bartlett



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Re: [Audyssey] swamp query

2011-11-18 Thread Christopher Bartlett
Move to the sound of buzzing flies.  These are bodies that have something,
(weapons, ammo or med kits on them)  You will automatically pick these
things up when you find them.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of joseph weakland
Sent: Friday, November 18, 2011 12:24 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp query

how do you search a zombi?
- Original Message - 
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Friday, November 18, 2011 11:00 AM
Subject: Re: [Audyssey] swamp query


> Hi Joseph,
>
> The way to collect ammo and weapons is to search the various dead
> bodies you find in the game. You'll usually find some goodies on the
> bodies of zombie victims.
>
> As for joysticks I'm not sure but I don't recall joystick support. I
> think input control is basically just a combo of keyboard and mouse
> right now.
>
> On 11/17/11, joseph weakland  wrote:
>> hello i am a newbi to swamp. I got the game 2 days ago. How do you 
>> collect
>> amo for your weapon or silencer for pistol? is there a way to fire your
>> weapon with keyboard? i have a MS sidewinder gamepad that plugs into a 
>> USB
>> port on system would i be able to use that or would i have to only use a
>> mouse/keyboard?
>> all info would help greatly. if anyone has skype/mshn and would like to 
>> have
>> me on please email me off list and i'll add you.
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Re: [Audyssey] a newby swamp question

2011-11-18 Thread Christopher Bartlett
Ok, two different answers.

If you move your mouse or finger quickly to the left, which way does the
zombie sound move?  If it also moves left, then the zombie is behind you.
If it moves right, then it's in front.  In other words, it works just like
any auditory orientation cue.

Some people have reported success with their touch pads.  I personally
needed a mouse to make it work.  Now I'm never going back.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Allen
Sent: Friday, November 18, 2011 7:16 PM
To: Gamers Discussion list
Subject: [Audyssey] a newby swamp question

Hi, Gamers,

How can you tell if a zombie is behind you?  How do you turn around quickly?
I am using a Dell laptop with a mousepad.

thanks
Allen
allen.j...@foxvalley.net




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Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-19 Thread Christopher Bartlett
Yes, I've downloaded BGT and am noodling over several concepts myself.
We'll see which one catches fire.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Willem Venter
Sent: Saturday, November 19, 2011 7:31 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!

Hi Jeremy.
I also think what actually happen is that he quoted a comment jokingly
refering to your games as "crappy code" being preferable over code
that took ages to write. Score one for using propper punctuation...

>From a personal side, your games gave me many ideas that I hope to
expand upon to create something new in my holiday time.

On 11/20/11, Jeremy Kaldobsky  wrote:
> Thank you Thomas.
>
> I'm actually wondering if Shaun's comment sounded differently than he
> intended it.  This happens from time to time, and I am leaning in that
> direction because I don't ever remember anything blatantly negative coming
> from him in the past concerning my games.  I'm trying to give the benefit
of
> the doubt since I know I have not given it in the past, and wish I had.
>
>
>> Hi Shaun,
>>
>> No offense, but calling Jeremy's games "crappy code" is
>> pretty
>> offensive. Although I may disagree with his choice of
>> programming
>> languages etc his games are both good and he tries to make
>> his games
>> as stable as possible given the short turn around time
>> between
>> releases. I haven't encountered anything I would call
>> crappy code. So
>> please don't be so negative when commenting on his work.
>>
>> Thanks.
>
>
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Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-20 Thread Christopher Bartlett
Jorge, while I agree with your praise for Jeremy, I think it's unfair to say
that people with other opinions haven't had constructive things to say.  One
may disagree with them, which in part I do, but they are valid.  Jeremy's
graceful response speaks well of him.  I don't think we need defend him.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jorge Gonçalves
Sent: Sunday, November 20, 2011 6:22 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!

Jeremy, i just wanted to tell you: please go on with your projects and 
go on with your own style of development.
In this community the thing the people do best is to criticize without 
presenting any positive ideas.
Your games are a big fresh air on this community and I would love to see 
you going on with your games.
People can say that your games are short but some of them if they had 
the same ideas before, they could easily charge 30 dollars or more.
If they say the games are short, why they didn't come up with the same 
ideas before?
A Fsp multiplayer game only can please the majority of players and why 
noone did that before excepting the complicated case of audioquake?
I understand why some people can be worried about your games because in 
my opinion it's not normal for this community that the best audiogame 
ever produced is still railracer which is 5 years old.
Just my opinions so go on with your games.
Because of my professional life and my small baby, I don't have much 
time to play but when I have some minutes I  enjoy very much your swamp.
Cheers,


Jorge Gonçalves


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Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-20 Thread Christopher Bartlett
Jeremy, I will second Jorge to this extent.  I like your frequent updates
with cumulative improvements.  It gives us a chance to give you feedback in
manageable chunks, when you can make decisions with less being bogged down
by previous coding decisions.  If you're going in for more complex projects,
I'd suggest keeping them modular as you have with Castaways and Lunimals in
their updates.

Chris Bartlett


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Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-20 Thread Christopher Bartlett
That's actually one of the things I'm considering, either an update of
Anacreon, or possibly a  real-time ship combat system with 3d movements and
actual physics.  

And this brings up an interesting point.  What do people think would be some
good ways to represent 3d tracking of vessels/ missiles and other objects
with a 2d soundscape?  The first idea that came to me comes from the NVDA
mouse-tracking world, where the cursor is represented by tones that pan for
left-right placement and whose pitch increases as you go up the screen.
I've come up with a couple of relatively easy ways of representing that
system mathematically, but what I don't know is would it have the desired
effect of allowing one to track multiple bogies by sound alone.  (I realize
that those of you with hearing difficulties that make localization hard
would have problems with this system and am considering how to provide
alternate means of accessing the information in real time.)

So, given the choice between a high-level, explore and conquer game where
you control an empire, move fleets about and interact with AI-driven enemies
with the possibility of on-line play once I figure out how to do it?  Or
would you prefer a more tactical space-battle game where you command a ship
or a fleet of ships in engagements either with AI-based enemies or later on
line against human opponents, using several weapon types, all while dealing
with zero gravity environments, vector physics and having to switch between
several different control systems?  I think these are the two projects that
appeal to me most of the things I'm considering.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Darren Harris
Sent: Sunday, November 20, 2011 9:53 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!

Hey jeramy 

Fancy a crack at a space strategy game? 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: 20 November 2011 13:28
To: Gamers Discussion list
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!

Thank you Jorge, I'm glad you hear you enjoy my games.  :)  I plan to
continue making games, but I think I will try to spend a little more time on
each one so that they become longer.  Of course this does mean fewer overall
titles, but it's worth trying since it seems like what the majority are
asking for.


> Jeremy, i just wanted to tell you:
> please go on with your projects and go on with your own
> style of development.
> In this community the thing the people do best is to
> criticize without presenting any positive ideas.
> Your games are a big fresh air on this community and I
> would love to see you going on with your games.
> People can say that your games are short but some of them
> if they had the same ideas before, they could easily charge
> 30 dollars or more.
> If they say the games are short, why they didn't come up
> with the same ideas before?
> A Fsp multiplayer game only can please the majority of
> players and why noone did that before excepting the
> complicated case of audioquake?
> I understand why some people can be worried about your
> games because in my opinion it's not normal for this
> community that the best audiogame ever produced is still
> railracer which is 5 years old.
> Just my opinions so go on with your games.
> Because of my professional life and my small baby, I don't
> have much time to play but when I have some minutes I 
> enjoy very much your swamp.
> Cheers,
> 
> 
> Jorge Gonçalves
> jopo...@hotmail.com
> Skype: joport3
> Twitter: www.twitter.com/goncalvesjorge
> Webpage: www.jorgegoncalves.com
 

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Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-20 Thread Christopher Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, November 20, 2011 11:16 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!

Hi Shaun,

Well, as one of those gamers who prefers a game has a decent
storyline, characters I can identify with, and so on that's where we
disagree. I personally feel a game's storyline is very important to
the success of the game.



Tom, I think one has to be careful about using the word success in this
discussion.  I'm going to go out on a limb and say that Angry Birds is among
the most successful games in history, despite its lack of a detailed back
story.  It is much more successful than the movie Rio to which it's related.

A question, what games in our market have received the most play?  I don't
actually know the answer to that, but I'll wager it's the simpler ones,
simply because we have a segment of our population that prefers them.  

I happen to be with you on the complexity front and story is an issue.  Many
of the suggestions I've made re: Swamp have been to work towards including
story elements and a reason for people to play and cooperate that isn't
purely mechanical.  But it appears from your message that you're equating
our shared tastes with success, and I'm not sure the market mainstream or
otherwise supports you.  I suspect that casual gaming as the aforementioned
Angry Birds or Farmville and its associated spin-offs leaves titles to our
taste in the dust for sales, market penetration and ad-based revenue.

Chris Bartlett



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Re: [Audyssey] Game concepts BGT Version 1.1 Released!

2011-11-20 Thread Christopher Bartlett
Hi Tom.  Good thoughts here, but in the vein of this discussion, I'd like to
push the envelope a bit.  One of the main challenges for a modern fighter
pilot is maintaining situational awareness while having enough focus to do
the rather complex tasks of flying and fighting simultaneously.  I agree
that the GMA solution is a viable one, but a sighted player would have to
visually sort out various target tracks, then designate one for
weapons-lock.  This is a subjective feeling, but the LW/GMA solution doesn't
provide me with the chaotic stress feeling that I understand pilots in this
situation to feel.

It may be that I won't come up with anything better and will default to that
solution as good and proven, though as I don't intend to lock weapons fire
to ship facing in the same way that LW and GTC do, it will be more complex.
If I do the tactical space combat game, it's going to require time and
effort to master the controls, just as it would to learn the switchology of
a fighter plane.  I'm considering a mix of keyboard and mouse input.  But
all this is at early stages thus far, so I reserve the right to change my
mind.  Hell, I'm still learning the BGT interface.  Just got an old Comp Sci
exercise working to get my feet wet, moving on to solving the Towers of
Hanoi problem next again as an exercise.  

I take it then you're voting for the tactical space game?

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, November 20, 2011 12:41 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Game concepts BGT Version 1.1 Released!

Hi Chris,

The best way to track targets in a 3d world is to come up with a
targeting system like GMA Tank Commander uses. You'd have one type of
beep to handle the horizontal axis and a different one for the
vertical axis. The beeps would increase in pitch as you center the
enemy target in the crosshairs and decrease in pitch the further you
are off target.


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Re: [Audyssey] More BGT news

2011-11-20 Thread Christopher Bartlett
I'll add here that the documentation for the function set is much better in
BGT than for many compilers and languages I've seen.  It helps that the
function set is rather smaller, but still, it's easily accessed, and after a
little experience it's easy to know where to look for function definitions.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, November 20, 2011 1:34 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] More BGT news

Hi Tim,

Yes and no. While I'm sure Philip could write an IDE for BGT complete
with a pulldown list of stock functions and perhaps autocompletion etc
you'd still have to know A, how to customize those existing functions,
and B, how to write your own functions.there is no way to cut and
paste your way to a complete game. If you are unable to or unwilling
to learn the programming language and tools to write games I'm sorry
to say you aren't going to be successful at creating anything.
Insisting on somekind of wizard or IDE with instant templates for
functions isn't going to do you that much good in the long run as
programming is as much theory as knowing the language you are using. I
know it seems hard at first, but memorizing function names etc comes
easier after you practice at it a while.

Cheers!

On 11/20/11, Tim Kilgore  wrote:
> In the Jawe script manager, there is a feature that puts all the functions
> in a listbox.  So what you do is find the function you want and press
enter.
> This puts the function in the editor.  I'm guessing that that's and ide
> feature.  Could such and emplementation be put in the BGT engine?  Maybe
not
> since it's not an acual ide.
>
> Tim

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Re: [Audyssey] space strategy games was RE: Game concepts BGT Version1.1 Released!

2011-11-20 Thread Christopher Bartlett
I would be creating either a space combat game with the emphasis on features
to make real time combat doable, or a game in the style of Anacreon, an
empire-building, resource management and combat game.  I suppose at some
future date, I could mesh those two projects, so that the combat in one
would seamlessly move into the tactical space game, but that's way more
ambitious than I am at this early stage.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Sunday, November 20, 2011 5:29 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] space stratagy games was RE: Game concepts BGT
Version1.1 Released!

Hi Darren.

i like the idea of a space stratogy game, sinse having single player 
versions is very different and imho far more preferable to a multiplayer 
one. However, if it were a single player game I'd want it to have some 
significant differences from the online affairs available.

elite for instance, which is possibly the most famous game of that sort, 
though it used textual menues for combat missions and buying and selling, 
actually had a fully 3D flight system. You just set the nav beacon for where

you wanted and followed it in full 360 degree 3D action, dodging pirates or 
fighting on the way.

This is the sort of thing I'd love to see in a stand alone single player 
game, features that really make use of what is there.

Castaways for instance in it's basic map structure with grid coordinates and

ticks of time is in one sense rather like soemthing like tribal wars. 
however, even if we ignore the fact that your opponents in castaways are 
dynamic according to the mission rather than thousands of online players, 
the game has an ai which is truly unique, and makes the management of jobs, 
people and resources far more interesting and dynamic than any online game 
could do.

So, while I'd love a space trader (especially for the exploring), I'd want 
something more in the game than just flying, trading and possibly turn based

combat, sinse Ce does many of those things extremely well pluss more.

Beware the grue!

Dark. 


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Re: [Audyssey] More BGT news

2011-11-20 Thread Christopher Bartlett
Actually, in the current version of Swamp, editing the progress.ini file
seems to be the only way to switch screen readers, a process I note with
pleasure that seems dead simple under BGT.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Sunday, November 20, 2011 5:36 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] More BGT news

As an interesting fact, in a couple of low vision access games I've played, 
editing a conf file is actually a great way around mucking about with 
options menues, sinse I can just read it in Hal.

The most extreme form of this is in the game Rocks n diamonds, which has 
about 8 pages! of options, the learning of which could be a nightmare, 
particularly as there are some really useful options buried in the list, 
such as the ability to set scroll delay to zero so that the screen scrolls 
around the characters' position, rather than the character running all over 
the screen (an obscure idea but brilliant for field of vision trouble).

Obviously this doesn't apply to audio games where presumably all the 
settings will be accessible anyhow.

Beware the grue!

Dark. 


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Re: [Audyssey] space strategy games was RE: Game conceptsBGT Version1.1 Released!

2011-11-20 Thread Christopher Bartlett
I've never played Elite, could you give me a description of the goals, scope
and type of play it had?  I get that it has jillions of worlds, which is
very cool, but I want to know some specifics of the objectives and play of
the game, if it's a popular model, to see if it fits what I want to make.

Chris Bartlett



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[Audyssey] Swamp reflections.

2011-11-21 Thread Christopher Bartlett
Ok, got to run around a bit this afternoon while my kids were watching the
Muppet Show.  (And if that isn't cognitive dissonance, what is?)  Anyway, in
contrast to a lot of commentary I heard in game and here, I *love* the new
feel of the game.  I found myself acting as I would in that situation, i.e.
being extremely cautious, stopping a lot to listen, walking a lot instead of
running, and trying to take zombies at long range when I had the weapons.  I
have a new appreciation for the hunting rifle.

 

Some things that seem problematic.  There are zombies that don't appear to
track correctly as I move my mouse, that is, the sound stays in the same
place.  I got killed by one of those buggers.

 

Buying weapons with reputation seems to be broken.  I only have this from
radio chatter, but it appears that people tried buying weapons and couldn't
though the reputation score changed, they didn't get weapons.

 

All in all, this is a new game for me and I'm excited to master the new
techniques.

 

Chris Bartlett

 

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[Audyssey] swamp reflections

2011-11-21 Thread Christopher Bartlett
Addendum: isn't reputation/experience supposed to stay the same after you
die?  I don't mind if it doesn't, but am I remembering that correctly?  It
seems to reset.

 

Chris Bartlett

 

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Re: [Audyssey] swamp---extreme shortage on ammo

2011-11-21 Thread Christopher Bartlett
I don't know, I'm not finding it a problem.  It just takes being sneaky
until you're equipped.  There is a philosophical question, should players
who achieve skill be rewarded, or should players who have not yet achieved
that skill be helped along?  I see both sides of the argument, but I lean
towards the former.  Yes, there are skills and tactics that you have to pick
up to survive.  I haven't died from a shortage of ammo.  The non-tracking
zombies, and breaking weapons and me getting cocky, that's what has killed
me so far.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Dallas O'Brien
Sent: Monday, November 21, 2011 5:11 PM
To: Johnny Tai; Gamers Discussion list
Subject: Re: [Audyssey] swamp---extreme shortage on ammo

lol. it kinda feels that way, but as its still a work in trying to
balance things out, 
mind you, reducing the lute would have been good in the old game, but
as there are now more zombies, and harder to kill, the ammo is
actually needed now.
dallas


On 22 November 2011 07:58, Johnny Tai  wrote:
> Thing is, while I see why the loot rate got dropped and the need to lose
items on death- it's like being tortured lol.
> While yes, some people were so good that they could rack up thousands of
rounds of ammo in the last release, there were some, okay I admit, I was/am
one of the suckier ones, who always ran out- even when the loot was high-
just cause I spent so much ammo hitting nothing.
> So now that loots are hard to find, and you lose them on death- it's like
being punished for not being good at the game lol.
> In fact it's so frustrating at times that I almost trashed the
mouse...rofl
> I'm talking about, spending all your remaining points to buy ammo, so you
stand a fighting chance, then head out, get jumped by like 10 zombies at
once, died, all gone.
> Then you sneak around with the axe, good, find several clips, time to go
back to safe zone, jumped by the same group of 10, died again, all gone.
> Am I whining? Yes I am, lol, but that's cause there's something I really
gotta whine about.
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Re: [Audyssey] More BGT news

2011-11-21 Thread Christopher Bartlett
I'm gathering that serialization in this context is the conversion of a
state vector into an ordered series of values that can be reconstructed into
that state vector at will?

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, November 21, 2011 6:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] More BGT news

Hi Willem,

True, but if we are talking a BGT script that is open source, you can
review the code, and make changes as you see fit. Plus you would know
what keys and values are being used in the registry and can pull them
manually. Plus any decent registry cleaner should be able to find and
delete unused keys and values.

Cheers!


On 11/21/11, Willem Venter  wrote:
> Hi philip. Yes imposing the limmit of 100 values is a solution. I also
> think you should warn users of a script about a script accessing the
> registry as I would still not like keys floating around in my registry
> from games I tried once.
>
> I understand what you mean about the delete file command, but it is
> harder to accidentally delete the wrong file. My concern is less for
> malicious people and more for working with something they don't really
> understand. A file is simple and localized to your script while the
> registry is not. Even for your screen reader example, restarting the
> system would still allow the screen reader to work, where many keys in
> the registry would permanently slow down the system, even if they are
> later removed.
>
> Thank you.

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Re: [Audyssey] Swamp reflections.

2011-11-21 Thread Christopher Bartlett
Let me understand this clearly.  You intend that we not be able to hear
zombies that are beyond our weapons range, meaning that what we hear will
depend upon what we have equipped?  That seems problematic from a realism
perspective, and with the axe/chain saw seems also problematic from the
perspective of the game.  How about having a command to estimate the range
to the target most nearly centered, which won't report a range if the weapon
is out of range, but we still hear the zombies at all ranges.  Shift-t
perhaps?

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Monday, November 21, 2011 6:46 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.

Once I post the next update it will include the fix for the gun range bug.
Once fixed, if you can hear the zombies, odd are your gun can reach them.
Currently the bug is causing the guns to have drastically shorter ranges
than they are supposed to have.


> yeah, i have to say, its very hard to
> tell what is 20 squares, and
> whats 50. lol.


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Re: [Audyssey] swamp---extreme shortage on ammo

2011-11-21 Thread Christopher Bartlett
It's quite possible to end up well armed.  I had an m-60 recently and
cleared the bridge with it before I got bitten by the non-panning zombies
bug and it ate my gun.

Chris


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of lenron brown
Sent: Monday, November 21, 2011 7:47 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp---extreme shortage on ammo

same here they killing me i keep dying and loosing all my stuff. The
other game was hard and this one is harder i only started playing
saturday. Can we just loose some of the ammo and keep hour weapons.
Maybe we could save another way love the game but my head hurts.
Trying to get out the safe zone

On 11/21/11, Jeremy Kaldobsky  wrote:
> Actually you aren't supposed to lose any reputation or experience when you
> die, but a bug is causing most people to lose it when they do.
>
> I'm also thinking of adding more loot to the map, but I haven't had time
to
> code for pretty much the entire day.
>
>> From what I've gathered so far, 100
>> percent rep loss on death is rather harsh, as is losing your
>> experience.
>>
>> I'd suggest follow the old mud method and lose a
>> proportion,  either that or have a reputation bank in
>> the safe zone (which is a litle silly but might solve the
>> problem).
>>
>> Beware the grue!
>>
>> Dark.
>
>
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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-21 Thread Christopher Bartlett
I don't know, I'm not having as much difficulty as others are here, and the
challenge is addictive for me.  I'd be sorry to see the difficulty level
decreased significantly.  Once the bugs are ironed out, I think it's
completely playable.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Monday, November 21, 2011 8:07 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] my thoughts on the new version of swamp.

neither am I.
Last version there were major issues, now its like we have swung to 
far the other way.
THe issues are now oversolved.
And while the last version was getting pointless this new one is hmmm.
Also I'd like a way to reset my char if I wanted.
At 10:46 a.m. 21/11/2011 -0500, you wrote:
>Well? Here's what I think so far.  With the range on the weapons it's much
>harder to target.  You end up wasting ammo because with the footsteps being
>louder it's hard to tell if a zombie is in range of your gun.  The game
>seems sluggish now for some reason.  I've only been playing for a few
>minutes now and keep dyeing without getting very far.  I think it needs a
>little more balancing.
>
>I will keep playing and trying to get better, but right off the bat, I'm
not
>too happy with this version at least from the stand point that Can't stay
>alive long enough to rack up anything.
>
>Darren Duff.
>
>amateur radio station KK4AHX.
>
>Follow me on twitter @blinddrummer.
>
>friend me on face book http://www.facebook.com/blinddrummer.
>
>Drummer for The Overflow worship band!
>
>http://www.theoverflowband.com  .
>
>Personal Phone: (678)936-6113
>
>Mobile E-mail mobiledu...@gmail.com
>
>primary E-mail duff...@gmail.com
>
>MSN darren...@hotmail.com
>
>skype duffman31279
>
>
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[Audyssey] More swamp 1.2b anomalies

2011-11-21 Thread Christopher Bartlett
When equipping a weapon that has been fired, reloading does not decrement
your stored ammo correctly.  Example:  I find 40 45ACP bullets while
wielding my axe.  I had 1 left in the pistol.  When I re-equip and reload, I
still have 40 ammo left and eight in the gun.

 

Reputation seems to behave randomly on death.  I had 238 reputation recently
and I don't think that's correct, though perhaps that would be my cumulative
score.  I just died again, so I'm not sure what it will be when I go back.

 

Experience also seems to have something of a bug in it as it's resetting
with death, though mine isn't resetting to 0 anymore.  I did manage to get
back to the safe zone and save.  Perhaps that's why.

 

Health completely resets when you return from exiting in the safe zone, a
nice loophole to take advantage of when you're out of med kits and at 5%
health.

 

I agree with others that my own footsteps are too loud in relation to the
rest of the soundscape.

 

Love the m-60; you can clear the Carrigan Bridge if you're properly placed
with it, even if it has its usual swarm of zombies.

 

And, my kudos to Kai, for excellent sound upgrades.

 

Chris Bartlett

 

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Re: [Audyssey] swamp---extreme shortage on ammo

2011-11-22 Thread Christopher Bartlett
To use the field kit, hit the grave ` key which equips it, then use your
left mouse button as if you were shooting.  You will regain 20% health, as
will anyone within 8 tiles of you, though I've not yet seen group healing in
action.  Perhaps players who have field kits could help players without
field kits when the health is getting low.  The other survival strategy is
to get back to the safe zone and escape from the game.  When you return, you
are magically healed to 100% health.

Chris Bartlett



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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Christopher Bartlett
Ok I'm a bit confused then.  If weapon ranges are going to increase to match
what you hear, then how are they going to be differentiated?

Chris (whose head is full of goo and who thus may just be slow.)


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Monday, November 21, 2011 10:24 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.

Actually that is backwards.  The weapon ranges will be increased to at least
match the audible range of zombies.  Most guns will even fire a little
farther than you can hear.

> Let me understand this clearly. 
> You intend that we not be able to hear
> zombies that are beyond our weapons range, meaning that
> what we hear will
> depend upon what we have equipped?  That seems
> problematic from a realism
> perspective, and with the axe/chain saw seems also
> problematic from the
> perspective of the game.  How about having a command
> to estimate the range
> to the target most nearly centered, which won't report a
> range if the weapon
> is out of range, but we still hear the zombies at all
> ranges.  Shift-t
> perhaps?
> 
>     Chris Bartlett


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Re: [Audyssey] Rogue games.

2011-11-22 Thread Christopher Bartlett
Check out the variant of Angband called z+angband.  The developer began
putting in accessibility fixes which go some way towards making the variant
playable.

As for Entombed being a roguelike, I'd say rather that it is inspired by
them.  The UI is quite different and there are fewer features that
differentiate dungeon levels.  Not disrespecting Entombed, I'm still happily
playing it quite regularly and hoping for updates.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Tuesday, November 22, 2011 3:37 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Rogue games.

Well this might be subjective.

i found myself trying to tangle with ascii and depending on only status 
messages was really more trouble than fun, especially sinse a lot of the 
really nice Angband features of the highlighter curser, like the ability to 
list all on screen monsters with distance, and the ability to jump betwene 
monsters, treasure and interesting objects weren't in either game (as I said

give Angband a directional look command and it'd nearly be playable with 
status messages alone).

I probably ought to try again at some point to see if the curser in either 
game has been improved to the point of making life easier.

Beware the grue!

Dark. 


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Re: [Audyssey] zombie info?

2011-11-22 Thread Christopher Bartlett
One might have an identification selection either on the game menu or the
safe zone menu where we could hear the sounds of each zombie type so we know
what we're stalking, or running in panic from.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Darren Duff
Sent: Tuesday, November 22, 2011 5:50 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] zombie info?

Wow! We need this info in the safe zone to give us a better idea of what we
are up against. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kai
Sent: Monday, November 21, 2011 10:47 PM
To: Johnny Tai; Gamers Discussion list
Subject: Re: [Audyssey] zombie info?

Canine zombies are the result of infections spreading to guard dogs and the
like. They're large by canine standards, but are less bulky than any other
zombie. Their light frames and quadraped form allow them to pursue flesh at
great speed.



Giant zombies aren't necessarily gigantic. They're but larger zombies than
normal ones, and are the result of the infection amongst athletes.



Normal zombies are the result of the infection among normal townsfolk: your 
clerks and bankers, doctors and lawyers. They're neither overly powerful nor

fast, and represent a majority of the zombie population.



Lamprey zombies are the result of the infection among albino victims. They 
feature a raw-pink flesh, and are usually extremely slender and quick. their

faces are mutated beyond recognition, harbouring an array of suckers and 
fangs. A lamprey will usually attack by wrapping its long, slender arms 
around the victim, then it leans forward and eviscerates the victim's face 
and throat with its fangs. The sucker like appendages then delve into the 
opening made by its fangs, whereupon the lamprey will devour the victim from

the inside out.



Reapers are born from a specialized strain of the infection. Their flesh is 
both slimy and dotted with large pustules oozing a dark green fluid. their 
skulls grotesquely expand during the mutation to zombie form, and their 
mouthes become cavernous mauls of death. A double row of teeth lines the 
inside of their mouth, and their tongue has grown razor-sharp barbs that can

rise through the flesh of the organ to rend and tear at any flesh caught 
within the huge jaws.



Stalkers retain some of their former cunning in their undead state. Among 
the smartest of the zombies, stalkers have learned to silently hunt for 
flesh. They're lightly built, usually are comprised of female hosts, and are

ruthlessly tenacious.



Matriarchs and tyrants are born from a mutated strain of the infection. 
these zombies start out resembling giant zombies, but their corrupted 
innards directly convert devoured flesh into raw bone and muscle matter, 
causing the beasts to grow huge and powerful. Their added bulk causes them 
to move slower, but also renders them more resilient. They sport extremely 
thick appendages, and often prefer to bludgeon their victims to the brink of

death before voraciously feeding.


Kai

- Original Message - 
From: "Johnny Tai" 
To: "Gamers Discussion list" 
Sent: Monday, November 21, 2011 6:15 PM
Subject: [Audyssey] zombie info?


> Like any great zombie games, we need a list of details on the zombies- I'm

> interested to know what they're supposed to be heh, the dogs are fairly 
> straight forward, the normal ones too, what about the rest? I think of 
> tyrants more like the tyrants from Resident Evil games- but those were not

> zombies.
> What in the blue blazes is a lamprey zombie? lol
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[Audyssey] Swamp: single-player sound bug

2011-11-22 Thread Christopher Bartlett
The opening message sometimes plays panned center and won't move or get
quieter no matter how I move.  When this happens, I basically have to just
sit still until the message is over.

 

And wow, yes, the mini-gun rocks, why would you ever leave the cabin until
mission 3?

 

Chris Bartlett

 

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